Hello everybody.
I've got a nice issue right here. When I launch my game with it's own executable, everything runs fine.
If I run it within a wxwidget application, material parameters are wrong.
The cause? The floating point string format, which is "," in french system, and "." in us-en systems. So for example, sccanf will return either 0.05 or 0 when parsing this string
"param_named_auto psTime time 0.05", depending on which application I execute, the game or my wxwidget tool.
Of course I don't want to have multiple version of my material files, so I wonder if there is a way to force, at application startup, the format of the floating point in strings?
I also don't want to force users to change their system settings before running application.
Thanks.
Floating point string format
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Crashy
- Google Summer of Code Student

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lingfors
- Hobgoblin
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Re: Floating point string format
http://msdn.microsoft.com/en-us/library/x99tb11d.aspx
If you're not running on Windows, I'm sure there's something similar.
If you're not running on Windows, I'm sure there's something similar.
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Crashy
- Google Summer of Code Student

- Posts: 1005
- Joined: Wed Jan 08, 2003 9:15 pm
- Location: Lyon, France
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Re: Floating point string format
Thank you, I'll try it out.
Edit: it works, thanks.
Edit: it works, thanks.
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Klaim
- Old One
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Re: Floating point string format
There are cross-platform ways to make it work : http://www.cplusplus.com/reference/std/locale/
Also, maybe read this tutorial from Boost.Locale that explain why it's flawed : http://www.boost.org/doc/libs/1_48_0/li ... cales.html
Also, maybe read this tutorial from Boost.Locale that explain why it's flawed : http://www.boost.org/doc/libs/1_48_0/li ... cales.html
