Jump to content
  • Advertisement
Sign in to follow this  
ReaVeR-Andrey

Direct3D vs. doubles

This topic is 4750 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Is it true that Direct3D disables doubles? I mean I'm almost sure it is so, but it is a problem to me: I'm creating a graphing tool with high precision (its input are latitude/longitude of a point in degrees). I found that setting precision back to 64 deals with the problem:
_control87 ( _PC_64, _MCW_PC );
The question is: can I do this only after Direct3D/device creation?

Share this post


Link to post
Share on other sites
Advertisement
You might want to specify D3DCREATE_FPU_PRESERVE when you create your device. This tells D3D to save and restore the FPU state before and after each call into the API.

xyzzy

Share this post


Link to post
Share on other sites
.NET performance docs say that double is the fastest floating-point type because apparantly processors' FPUs have been 64-bit for a while. Is that true?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!