"Peter van Merkerk" <merkerk@deadspam.com> wrote in message
news:c6nqdc$de045$1@ID-133164.news.uni-berlin.de...[color=blue]
> "Michael G" <mike-g@montana.com> wrote in message
> news:408eda97_5@corp.newsgroups.com...[color=green][color=darkred]
> > > fix this in release builds at the expense of performance by enabling[/color][/color]
> the[color=green][color=darkred]
> > > "Improve Float Consistency" (/Op) option. See also:[/color]
> >
http://tinyurl.com/9an0
> >
> > Didn't help.
> > Any other suggestions?[/color]
>
> If building with exactly the same compiler settings still produces
> different results, I don't know. Unless there is something in the game[/color]
code[color=blue]
> that changes the rounding mode of the FPU (for example with the
> non-standard functions _controlfp() or _control87()), I have no idea what
> else can cause this. In the past I written very floating point intensive
> programs (which were far more complex than your example), and by enabling
> the "Improve Float Consistency" option I could eliminate the differences
> between debug and release builds, and even (to my surprise) with the[/color]
MatLab[color=blue]
> version of the programs.
>
> Because with the VC 6.0 compiler computes the number passed to the floor()
> function during compile time in both debug and release builds, the only
> thing that appears to behave differently is the floor() function.[/color]
I know this is OT but for the benefit of those who have posted. My
apologies to the rest.
I found the solution to the floating point problem. One thing I did not
mention in my previous posts was that we are using DirectX. I would have
never imagined that that would be an issue but DirectX modifies how the
Floating Point Unit (FPU) handles floating point. If accuracy is desired the
flag D3DCREATE_FPU_PRESERVE must be used whenever CreateDevice is called.
Mike
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