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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.misc,comp.sys.amiga.graphics,comp.sys.amiga.programmer,comp.sys.amiga.games,comp.sys.amiga.hardware
- Subject: Re: FPU and games?
- Followup-To: comp.sys.amiga.misc,comp.sys.amiga.graphics,comp.sys.amiga.programmer,comp.sys.amiga.games,comp.sys.amiga.hardware
- Date: 7 Feb 1996 22:52:17 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4fbaf1$bkt@maureen.teleport.com>
- References: <38232235@kone.fipnet.fi> <4et7s7$o2l@maureen.teleport.com> <38232290@kone.fipnet.fi>
- NNTP-Posting-Host: kelly.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- : > : Hey, the divides are done at each 16 pixels of course!
- : > : Constant-z mapper is a bitch to do, have you done it working?
- : > : I think subdividing routine is faster than constant-z..
- : >
- : > Subdividing? I dont see what it is and how it can help .
-
- : Dividing u/z and v/z by 1/z at every 8 or 16 pixels and
- : linearly interpolate between.
-
- I have yet to try this... For constant Z (Free direction mapping)
- I used something similare for a basic mapper to replace
-
- addx.l d6,d0
- addx.l d7,d1
- move.w d1,d2
- move.b d0,d2
- move.l d2,a0
- move.b (a0),(a1)+
-
- by
-
- move.w (a2)+,d2
- move.l d2,a0
- move.b (a0),(a1)+
-
- My 'problem' is that the addx version give me better fps!
- But I might try to freeze the cache after the stepping table
- is created.
-
- Stephan
-