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That's a nasty issue. I'm not sure why Microsoft decided that this was a good idea, especially for a library that is to be linked with almost any game software.
	And I thought this was fixed in recent DXSDK releases. I guess not...
Oh, and it's nasty, because it happened for us when we wanted to use some D3D functionality in a tool, and because it was created on demand there were some very undeterministic results happening from other data (and our game build process requires full determinism, so we can detect a type of conflicts when materials share the same texture). For that we had to reset the fpu flags using _control87 (was it that one, or there was maybe newer).

	Good finding, Oskar!

On 10/3/2011 5:15 AM, Oskar Forsslund wrote:

i finally got som proper erro handling working in lua and got the error
'bad FPU precision (use D3DCREATE_FPU_PRESERVE with DirectX)'
i set the flag everywhere i used direct x and now it works!

as stated before, this problem somehow crashed luajit when trying to
call luaL_openlibs


On Mon, Oct 3, 2011 at 11:39 AM, Oskar Forsslund
< <>> wrote:

    the problem occurs when i cal luaL_openlibs(L) (directrly after
    calling lua_State *L = luaL_newstate())

    using dependency walker i noticed that the lua51.dll link checksum
    is 0x00000 and real checksum is 0x04E0DA
    is this a problem indicator?

    On Mon, Oct 3, 2011 at 10:18 AM, steve donovan
    < <>> wrote:

        On Mon, Oct 3, 2011 at 10:13 AM, Oskar Forsslund
        <>> wrote:
         > michael: shouldn't the dll being in the same folder as the
        exe take care of
         > that?

        It should. The advice is to get Dependency Walker (a free download
        from MS) to see what DLLs your application is seeing.

        More general advice: check your return codes carefully!  You need to
        know how far you've got; can you create a Lua_state? Can you
        a simple function? If not, what is the error pushed by that?

        steve d.