Hello all, I am trying to get the neverwinter nights model viewer running under wine. When viewing some models I start to get floating point errors. I did a quick search on google and came up with the following post.
http://groups.google.com/groups?selm=78cak7%2457q%241%40tourist.gnt.net&...
It seems the borland compiler (the one used in the viewer) does not turn off floating point exceptions by default while the Microsoft compiler does. Aparently the opengl library is known to cause floating point exceptions so when you put the two together bad things happened. It looks like Microsoft fixed this incompatibility by wrapping a call to turn off floating point exceptions and then restore the previous mask around each opengl call. Do I understand the problem correctly? Does this sound like a resonable fix for wine too?
ryan
On Mon, May 20, 2002 at 01:26:15PM -0400, Ryan C. Stallings wrote:
I am trying to get the neverwinter nights model viewer running under wine. When viewing some models I start to get floating point errors. I did a quick search on google and came up with the following post.
Yeah, I have the same floating point errors here.
It looks like Microsoft fixed this incompatibility by wrapping a call to turn off floating point exceptions and then restore the previous mask around each opengl call. Do I understand the problem correctly? Does this sound like a resonable fix for wine too?
You mean than in Windows, at each OpenGL call, the FP exceptions are masked and re-enabled at the end of the function ? That would seem very unoptimal. Do you have 'proof' of this :-) ?
Lionel
No I don't have 'proof'. It was just a guess (and probably a bad one). Maybe Microsoft changed their opengl.dll to not produce the exceptions, or maybe in the DLL they know where the exceptions will be so they wrap only those specific portions in the mask/unmask pair. It doesn't look like the viewer specifically disables the floating point exception, so it must no longer be necessary to do so with Borland and OpenGL. I was just trying to guess why, so wine could emulate what windows does.
ryan
On Monday 20 May 2002 03:33 pm, Lionel Ulmer wrote:
On Mon, May 20, 2002 at 01:26:15PM -0400, Ryan C. Stallings wrote:
I am trying to get the neverwinter nights model viewer running under wine. When viewing some models I start to get floating point errors. I did a quick search on google and came up with the following post.
Yeah, I have the same floating point errors here.
It looks like Microsoft fixed this incompatibility by wrapping a call to turn off floating point exceptions and then restore the previous mask around each opengl call. Do I understand the problem correctly? Does this sound like a resonable fix for wine too?
You mean than in Windows, at each OpenGL call, the FP exceptions are masked and re-enabled at the end of the function ? That would seem very unoptimal. Do you have 'proof' of this :-) ?
Lionel