- Added D3DCREATE_FPU_PRESERVE to the IDirect3D9::CreateDevice() call.

Normally Direct3D sets the FPU to single precision. We don't want that,
  since it can mean going out of sync with machines that are using the
  standard precision. Additionally, the nodebuilder requires the extra
  precision that single precision lacks.


SVN r455 (trunk)
This commit is contained in:
Randy Heit 2007-01-19 02:45:26 +00:00
parent 47c401f4ec
commit 4f845508cc
2 changed files with 6 additions and 1 deletions

View file

@ -1,4 +1,9 @@
January 18, 2007
- Added D3DCREATE_FPU_PRESERVE to the IDirect3D9::CreateDevice() call.
Normally Direct3D sets the FPU to single precision. We don't want that,
since it can mean going out of sync with machines that are using the
standard precision. Additionally, the nodebuilder requires the extra
precision that single precision lacks.
- Replaced the vector math routines with the ones I developed for the FP code.
January 15, 2007

View file

@ -235,7 +235,7 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
HRESULT hr;
if (FAILED(hr = D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &D3DDevice)))
D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)))
{
D3DDevice = NULL;
if (fullscreen)