Eric Minbiole wrote:
> From what you describe, it seems that the compiler is performing 
> single-precision, rather than double-precision, math.  After a quick 
> Google search, I found a few posts indicating that Direct3D silently 
> switches the FPU from double to single precision math, presumably in 
> order to improve performance.
>
> While it seems nearly unconscionable that a graphics library would mess 
> with the FPU, the good news is that it appears you can override this 
> default behavior when creating a 3D device.  See "FpuPreserve" flag:
>
> http://msdn.microsoft.com/en-us/library/bb153282(VS.85).aspx
>
> Hope this helps,
>   Eric
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>   

That was exactly the problem, using the FpuPreserve flag I have no 
problems at all. Thanks for your help.

- Sebastien R.
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