Nitro
2/27/2008 9:51:00 AM
Ok, my final solution is to add the D3DCREATE_FPU_PRESERVE flag. It didn't
harm performance in a noticeable way at all. I was under the impression
SSE would be affected by this, too. Additionally I was under the
impression that float precision would suffice for time.time(). Obviously I
was blatantly wrong :-)
Thanks to Gabriel, Ross and Roel for commenting on this and sharing their
insights!
They should really make the fpu preserve flag the default. It just causes
very sneaky bugs.
-Matthias