浮点精度 [英] floating point precision
问题描述
我使用双精度计算一些值,有时结果是错误的,因为精度太小。经过一番调查,我发现有人将浮点精度设置为24位。我的代码工作正常,当我将精度重置到至少53位(使用_fpreset或_controlfp),但是我仍然需要弄清楚谁负责将精度设置为24位。首先。
任何想法我可以实现这一点?
这是由默认Direct3D设备初始化。通过传递可以告诉Direct3D不要混淆FPU精度 D3DCREATE_FPU_PRESERVE
标记为 CreateDevice
。还有一个与此标志相当的托管代码( CreateFlags。 FpuPreserve
)如果您需要它。
有关更多信息,请参见 Direct3D和FPU 。
I have a program written in C# and some parts are writing in native C/C++. I use doubles to calculate some values and sometimes the result is wrong because of too small precision. After some investigation i figured out that someone is setting the floating-point precision to 24-bits. My code works fine, when i reset the precision to at least 53-bits (using _fpreset or _controlfp), but i still need to figure out who is responsible for setting the precision to 24-bits in the first place.
Any ideas who i could achieve this?
This is caused by the default Direct3D device initialisation. You can tell Direct3D not to mess with the FPU precision by passing the D3DCREATE_FPU_PRESERVE
flag to CreateDevice
. There is also a managed code equivalent to this flag (CreateFlags.FpuPreserve
) if you need it.
More information can be found at Direct3D and the FPU.
这篇关于浮点精度的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!