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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: TMapping again!
- Date: 22 Jan 1996 21:49:09 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4e10ol$ck3@maureen.teleport.com>
- References: <4d6v0t$3dt@maureen.teleport.com> <4dg4jk$km@news.cs.tu-berlin.de> <4dhvd5$5r2@maureen.teleport.com> <38232113@kone.fipnet.fi>
- NNTP-Posting-Host: linda.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- : > Acuracy of 6bit for Y. 1/64 is not that bad, it
- : > basicly mean you will repeat 1 pixel from the source upto 64time.
- : > 64x64 pixels are pretty huge, and for a 32x32 texture map 1/64
- : > should be enought for reduction.
- : >
- : > I never tryed myself,I use 256x256 tmap. and 16/16bit fixed point
-
- : How is your loop? I though a fast way to use two addx
- : to get 16 bits of precision for V, too.
-
- repeat 8
- mw D1,D2
- mb D0,D2
- addx.l d7,D0
- movea.l d2,a0
- addx.l d6,D1
- mw (A0),d3
- mw D1,D2
- mb D0,D2
- movea.l d2,a0
- mb (A0),d3
- addx.l d7,D0
- addx.l d6,D1
- mw d3,(a1)+
- endr
-
- the above map 2 pixels from a 256x256 tmap buffer...
- You should be able to use 24bit precission .
-
- Stephan
-
-