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- Subject: Re: problem embedding LuaJIT
- From: Dimiter 'malkia' Stanev <malkia@...>
- Date: Mon, 03 Oct 2011 10:48:13 -0700
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
On Mon, Oct 3, 2011 at 11:39 AM, Oskar Forsslund
<email@example.com <mailto:firstname.lastname@example.org>> 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
<email@example.com <mailto:firstname.lastname@example.org>> wrote:
On Mon, Oct 3, 2011 at 10:13 AM, Oskar Forsslund
> michael: shouldn't the dll being in the same folder as the
exe take care of
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?