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- 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)
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2 changed files with 6 additions and 1 deletions
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@ -1,4 +1,9 @@
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January 18, 2007
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January 18, 2007
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- Added D3DCREATE_FPU_PRESERVE to the IDirect3D9::CreateDevice() call.
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Normally Direct3D sets the FPU to single precision. We don't want that,
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since it can mean going out of sync with machines that are using the
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standard precision. Additionally, the nodebuilder requires the extra
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precision that single precision lacks.
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- Replaced the vector math routines with the ones I developed for the FP code.
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- Replaced the vector math routines with the ones I developed for the FP code.
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January 15, 2007
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January 15, 2007
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@ -235,7 +235,7 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
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HRESULT hr;
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HRESULT hr;
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if (FAILED(hr = D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
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if (FAILED(hr = D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &D3DDevice)))
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D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)))
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{
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{
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D3DDevice = NULL;
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D3DDevice = NULL;
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if (fullscreen)
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if (fullscreen)
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