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I had heard you guys talk about this D3D9 issue before, but for some reason, I thought it would not affect me.Direct3D is probably changing the FPU mode to single-precision under your feet. There's an initialization flag you can pass to D3D on creation which will avoid this.
/Stefan
modify-----Original Message----- From: lua-bounces@bazar2.conectiva.com.br [mailto:lua- bounces@bazar2.conectiva.com.br] On Behalf Of Brian Weed Sent: 01 September 2006 18:17 To: Lua list Subject: Re: print(268435456 + 1)
Brian Weed wrote:
Aaron Brown wrote:
This is on Win32 (Lua is part of our game engine). We did notBrian Weed wrote:
Is there something about adding numbers that I should know
about?
print(0x10000000)
268435456
print(0x10000000 + 0x00000001) 268435456
print(0x10000000 + 0x00000002)
268435456
I get 268435456, 268435457, and 268435458. My first guess is that you're using (single-precision) floats instead of doubles. What platform are you on? Did you change LUA_NUMBER when compiling?
http://docs.sun.com/source/806-3568/ncg_goldberg.html
LUA_NUMBER. It's still double. Lua is compiled as a static lib via Visual C++ 6.0. The app is compiled via Visual Studio 2005.
Brian
Ok, this is really weird...
The following C code has the same problem (while watching "d" in the debugger in Visual C++ 6.0):
double d = 0x10000000;
d = d + 0x00000002;
doubles are supposed to be able to completely represent a 32bit int right?
Brian
So, I added D3DCREATE_FPU_PRESERVE, and that solved the problem.
Thanks, everyone.
Brian