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- Path: oreig.uji.es!ii202
- From: ii202@rossegat.uji.es (Jorge Acereda Macia)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: TMapping again!
- Date: 5 Feb 1996 11:22:13 GMT
- Organization: Universitat Jaume I. Castell≤ de la Plana. Spain
- Distribution: world
- Message-ID: <4f4p95$hj6@oreig.uji.es>
- 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$4ni@sunsystem5.informatik.tu-muenchen.de> <4dlo7d$h39@news.cs.tu- <4e040q$cif@news.cs.tu-berlin.de> <4e38rv$9ic@sunsystem5.informatik.tu-muenchen.de>
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- Juergen "Rally" Fischer (fischerj@informatik.tu-muenchen.de) wrote:
-
- > |> There are two reasons why the engine is faster:
- > |> We have 15 registers during the mapping while PC has
-
- > I'm really not a PCer but interested in truth. a chunky
- > polygone engine needs less registers anyway. on fast architectures
- > outerloops care little, raw mem speed is the question.
-
- > so as long as you won't loose time on other parts (z sort etc etc)
- > I don't get it...
-
- Many people keep a table of left and right edges for phong, t-mapping
- and all that stuff. This is really necessary on the PC due to the
- lack of registers, but on a 68k system you can easily calculate
- left and right edges keeping LeftX, RightX, LeftDelta and RightDelta
- in registers avoiding some memory accesses. Ok, this is part of the first
- outer loop, but might help. Also, some effects (bumpmapping+ phong + X)
- might need lots of registers in inner loops, beeing a headache in x86
- architectures.
-
- Greets,
- --
- ---------------------------- --------------------------------------------
- | Jorge Acereda | Dream the same thing everynight |
- | ii202@rossegat.uji.es | I see our freedom in my sight |
- | Intel Outside | No locked doors, no windows barred |
- | Amiga Rules | No things to make my brain seem scarred |
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