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- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Fri, 26 Jan 96 06:00:11 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Thu, 25 Jan 96 16:27:02
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- Subject: Re: FPU and games?
- Message-ID: <38232181@kone.fipnet.fi>
-
-
- > : fmove fp2,fp6 ;v<<8/z
- > : fmove fp0,fp7 ;u/z
- > : fdiv fp4,fp6 ;v<<8 = v<<8/z / 1/z
- > : fdiv fp4,fp7 ;u = u/z / 1/z
- > : fmove.l fp6,d0
- > : fmove.b fp7,d0
- > : move.b (a0,d0.l),(a1)+
- > : fadd fp2,fp3 ;v/z+=v/z step
- > : fadd fp0,fp1 ;u/z+=u/z step
- > : fadd fp5,fp4 ;1/z+=1/z step
- >
- > So am I correct to understand that you are saying that using the above
- > loop without the fmoves, it is pheasable to use the 040's FPU to improve
- > texture maped games and programs? And wouldn't this be all the more true
- > on an 060?
-
- It should be helpful on a 040, too. And on 881/882, too, because
- that part is done only once per 16 pixels -->áfree direction
- texture mapping with perspective, no texture warping.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-