fix: preserve MXCSR around earcut triangulation to support UE5 builds…#1386
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Johnly1986 wants to merge 1 commit into
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fix: preserve MXCSR around earcut triangulation to support UE5 builds…#1386Johnly1986 wants to merge 1 commit into
Johnly1986 wants to merge 1 commit into
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… UE5 enables SSE DAZ (Denormals Are Zero) and FTZ (Flush To Zero) MXCSR flags on worker threads in packaged Development/Shipping builds. These flags cause mapbox::earcut's floating-point geometry predicates (signed area, point-in-triangle, etc.) to flush denormal intermediate values to zero, producing incorrect triangulation results for polygons with near-collinear vertices.
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@Johnly1986 Thanks for the PR! Can you run down the author checklist in the template there? Particularly we need you to fill out the Contributor License Agreement - otherwise we can't take a look at your code! |
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… UE5 enables SSE DAZ (Denormals Are Zero) and FTZ (Flush To Zero) MXCSR flags on worker threads in packaged Development/Shipping builds. These flags cause mapbox::earcut's floating-point geometry predicates (signed area, point-in-triangle, etc.) to flush denormal intermediate values to zero, producing incorrect triangulation results for polygons with near-collinear vertices.
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CHANGES.mdwith a short summary of my change (for user-facing changes).Remaining Tasks
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