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Yes, I am aware of the difference between float and double.

It's because we're using DirectX... it sets the FPU to single precision mode so eighter we have to use float-s or Lua starts acting really weird after init of DirectX.

Note the DirectX documentation claims DirectX to be slower when preserving the FPU flag; about "D3DCREATE_FPU_PRESERVE" it sais:

"Indicates that the application needs either double-precision floating-point unit (FPU) or FPU exceptions enabled. Microsoft® Direct3D® sets the FPU state each time it is called. By default, the pipeline uses single precision. Be sure to use this flag to get double precision. Setting the flag will reduce Direct3D performance."

The reason to use LuaJIT of course would be to gain speed, not loose it because of forcing double precision onto DirectX.

   Bye,

           Hugo

----- Original Message ----- From: "Alex Queiroz" <asandroq@gmail.com>
To: "Lua list" <lua@bazar2.conectiva.com.br>
Sent: Wednesday, March 15, 2006 3:40 PM
Subject: Re: ANN: LuaJIT 1.1.0


Hallo,

On 3/15/06, Framework Studios: Hugo <hugo@framework-studios.com> wrote:

At this point, this is keeping me from using LuaJIT since I prefer to use
float-s over double-s. It would be great to see float support in LuaJIT!


Why is that? Have you seen this:
http://lua-users.org/wiki/FloatingPoint ? Or are you using SSE
instructions?

--
-alex
http://www.ventonegro.org/