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About dragon9

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  1. Yup, running the same binary on both machines and I get different results, so I'm pretty sure this has nothing to do with compiler options. I'm using doubles, not floats, and I'm familiar with the precision limits. I'm definately getting wrong answers from some basic arithmatic operations.
  2. No-Float Math Library

    Oh, its in C++ under VS.NET 2003
  3. No-Float Math Library

    Well, its actually on a Pentium 4 but I'm trying to do large double precision operations and the program is doing some strange background trucation on the doubles and giving me wrong answers. Here is an example... double val1 = 12345.12345; double val2 = 12345.12345; result = val1 * val2; My development computer produces the correct answer, 152402072.9957 but... My testing computer program produces the wrong answer, 152402080.0000 I remember from my Playstation 1 programming days that there were functions that would split the integer and decimal compenents into separate componenets because the PS1 float emulation was so slow. I wanted to try this as a workaround.
  4. No-Float Math Library

    I need some functions to do double precision math on a computer with no floating point support. I just need functions for +, -, * Thanks...
  5. I appear to be getting some seriously strange results out of some straightforward double precision math in my program. Consider the following code... double val1 = 12345.12345; double val2 = 12345.12345; result = val1 * val2; My development computer produces the correct answer, 152402072.9957 but... My testing computer program produces the wrong answer, 152402080.0000 Further testing shows that the test computer is doing some strange truncation or rounding when computing the answer to large precision double values. It only seems to be doing this in one program. I wrote a small console app and the same math comes out correctly. I have never seen this behavior before. Does anyone have any idea what could be causing this? The development computer is a Dell P4 2.3 Ghz with Win 2000. The testing machine is a Dell P4 3 Ghz with Win 2000. All machines have Dev Studio 2003.
  6. Screenshots in DirectX 9

    Awsome! Thanks.
  7. How do I save the contents of the frame buffer to a file (BMP, JPG, etc.)? There is a great little sample on how to do this in DX 8 but some of the interfaces were discontinued in DX 9. Thanks...
  8. In my DX9 app I have several dynamic textures that are modified during runtime. I just load a texture from disk with the usage paramater set to D3DUSAGE_DYNAMIC, this all works fine. My problem is that only textures 256x256 or smaller seem to work. Lager textures (512x512, etc.) do not. The textures just behave as if they are not dynamic. Does anyone know why this is? Am I doing something wrong? Thanks for the help...
  9. Managed DirectX Problem

    Thanks. As it turns out, there is a separate install for the Managed DX. I guess microsoft expects developers to know to package this with their redistributables. Pretty lame if you ask me. The base DX runtime should install the whole pagage... Anyhow, works now. Thanks.
  10. I wrote a .NET app that uses Managed DirectX (DirectInput under DX 9c). When I ran my program on another machine the app threw an exception because it couldn't find the DirectX assemblies. Further inspection revealed that the DX 9c Runtime install had not installed any of the Managed DirectX assemblies on the target machine. They seem to only be installed as part of the full DX SDK installation. Does anyone know what's up with this? Am I installing the DX Runtime incorrectly? How do I deploy the Managed DX assemblies with my app? Thanks...
  11. Can anyone recomend some tutorials on writing a 2D side scrolling game using Direct3D 9?
  12. DX 9 Texture Loading

    Duh. Thanks
  13. Still a dxtex problem!!!

    I had this same problem once. I think that DxTex produces this problem if you use the the pre-Summer 2003 version of the DX9 drivers. Try reinstalling the whole SDK and DX drivers with the Summer 2003 Update SDK and drivers.
  14. In my object viewer, when I rotate the camera and an object with a lot of texture data comes into view for the first time, there is a large frame rate hit. After the first viewing the frame rate hit is gone. I am assuming that the first time the object is viewed, Direct3D takes a moment to move the texture data into video memory, and that this is what causes the frame rate hit. Assuming I am right, how do I force DX to push the texture data into video memory ahead of time? Also, can anyone recomend a tutorial on advanced texture memory managment? Thanks...
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