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- Path: informatik.tu-muenchen.de!fischerj
- From: fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: TMapping again!
- Date: 20 Feb 1996 02:20:26 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: world
- Message-ID: <4gbb5a$104@sunsystem5.informatik.tu-muenchen.de>
- References: <38232371@kone.fipnet.fi> <4fntd3$g56@sunsystem5.informatik.tu-muenchen.de> <38232442@kone.fipnet.fi> <4fvqh6$na2@sunsystem5.informatik.tu-muenchen.de> <38232459@kone.fipnet.fi>
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-
- Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- : > using much mem you can precalc the walls. and coppershade
- : > the floors (which are done with the 32x32 11cycle-mapper ;)
-
- : I am not talking about any DOOM-clone or something, full
- : 3d polygons.
- which could still be shade-precalced-textures for speedy inner loop ;)
-
- : > triangle ? only 3 points ? well, 1st outer loop (the one
- : > mapping horizontal) and 2nd outer (the one "parsing" the
- : > polygon from top to bottom) should fit into cache.
-
- : Yes, it is wise to use triangles because with linear interpolation
- : the horizontal step is calculated only once --> zero divides
- : per scanline.
-
- well, what is a divide. those ~50 cycles are nothing compared to a whole
- outer loop, and if you replace a 4-angle by 3-angles, you need 2 of them,
- 2 times outer loop!
- so is your "outer loop without divide" less than 50 cycles on 020 ? ;->>
-
- well, is it maybe that the lin-interpol-trick works only on triangles ?
- Then I'd understand the "use triangles" thingy :)
-
- The "descent divide each 16 horiz pix" only works on triangles ?
-
- You got any idea bout its funny shading ?
-
- : -- _
- : a Stellar programmer _ //
- : "Amiga - back for the future" \X/
- ------------------------------------------------------------------------
- fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer) =:)
-