I am experiencing a very weird problem with our test code in a commercial product under Windows 7 64 bit with VS 2012 .net 4.5 compiled as 64 bit.
The following test cod
DirectX is known to modify the FPU settings. See this related question: Can floating-point precision be thread-dependent?
You can either tell DirectX to preserve the FPU settings by specifying the D3DCREATE_FPU_PRESERVE
flag when calling CreateDevice
or execute your floating point code on a new thread.