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- Path: hydra.zrz.TU-Berlin.DE!rawneiha
- From: rawneiha@hydra.zrz.TU-Berlin.DE (Philipp Boerker)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: TMapping again!
- Date: 18 Jan 1996 15:15:57 GMT
- Organization: Technical University of Berlin, Germany
- Message-ID: <4dlo7d$h39@news.cs.tu-berlin.de>
- References: <4d0ou6$835@astfgl.idb.hist.no> <Z31Wx*zA0@mkmk.in-chemnitz.de> <4d42di$9e9@maureen.teleport.com> <4d5lvi$emc@brachio.zrz.TU-Berlin.DE> <4d6v0t$3dt@maureen.teleport.com> <4djj0t$4ni@sunsystem5.informatik.tu-muenchen.de>
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- fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer) writes:
-
-
- >|> AAAAAA..........BBBBBCCCCCCDDDDD
- >|>
- >|> A = x fraction
- >|> B = y integer
- >|> C = y fraction
- >|> D = x integer
- >|> . = zero or more precision for x
- >|>
- >|> as you see the example above work...
-
- >uhm has anyone actually seen the mapper work ? IMHO the fact that
- >CCCCCC y fraction also causes an adress, this could be used imho
- >for smoother mapping!
-
- >I guess you normally use 32 equal pixels
-
- I think that you rather have the same 32x32 64 times in your
- 256x256 texture. This will cause the y fraction to be ignored.
-
- > but if you'd use 32 values
- >beeing interpolated between 2 pix of the "real 32x32 map", then it
- >should give you interpolation for free!
-
- hm.
-
- >|> : Yes, I agree. Sharon, one of the coders of matrix, is actually a
- >|> : PC coder but his polygon engine on a 33 MHz 486 is slower than
- >|> : our (Sharon, Grond, Skyphos all/matrix) engine on a 25 MHz 030!
- >|> : That's the power of a large register set!
-
- >well is you polyengine still faster using 8 planes ? ;)
-
- I was refering to 8bit.
-
- >he got a non-local-bus vga ? ;)
-
- Local bus...
-
- >It depends on the routine if a large register set is needed.
- >inner loops can live with x86 chipset, but when it comes to
- >2st outer, the L1 caches have to play the role of a larger
- >register set.
-
- But if you have real large register sets and superscalar processor
- design you maybe can do 2 rasterlines at once or more likely to frames
- for i-glasses...
-
-
- >my friend always argues that you could see the cache as big register
- >set on intel
-
- Then ask him how he does a
- "shift left with mask out and insert" rdest,rsource1,rsource2
- within 1 cycle from datacache...
-
- >, but I disagree, a mapper loads so much from mem that
- >your variables in cache are bombed by the texture data
-
- Hm, I don't think that you will set so many pixels, that you can
- fill 8k cache before you execute outerloop a second time...
-
- Greets,
- Phil.
- ----------------------------
- grond/matrix
- rawneiha@sp.zrz.tu-berlin.de
- ----------------------------
-
-