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Thank you =)

I don't know if this is what you asked but what we had to do to solve it was to set the D3DCREATE_FPU_PRESERVE in the BehaviorFlags parameter to our IDirect3D9::CreateDevice calls.
We are running Microsoft Direct X SDK 28 march 2009

On Mon, Oct 3, 2011 at 7:48 PM, Dimiter 'malkia' Stanev <malkia@gmail.com> wrote:
       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:
[SOLVED]

i finally got som proper erro handling working in lua and got the error
message:
'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

/Oskar

On Mon, Oct 3, 2011 at 11:39 AM, Oskar Forsslund
<matrixsmurfen@googlemail.com <mailto:matrixsmurfen@googlemail.com>> 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
   <steve.j.donovan@gmail.com <mailto:steve.j.donovan@gmail.com>> wrote:

       On Mon, Oct 3, 2011 at 10:13 AM, Oskar Forsslund
       <matrixsmurfen@googlemail.com
       <mailto:matrixsmurfen@googlemail.com>> 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
       lua_pcall
       a simple function? If not, what is the error pushed by that?

       steve d.