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- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Thu, 22 Feb 96 08:00:14 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Wed, 21 Feb 96 20:38:32
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- Distribution: world
- Subject: Re: TMapping again!
- Message-ID: <38232567@kone.fipnet.fi>
-
-
- > A time ago I did an approach to this problem using a similar trick
- > than my two-command mapper.
- > (btw. actually this one WORKS .. I have tried it out)
- >
- >
- > move.l d3,d2 ;d3=d4=0000000000000XXXXXXXxxxxxxYYYYYY
- > move d0,d5 ;d0=a6=yyyyyyyy000000000000BBBBBBbbbbbb
- > and.l d6,d2 ;d6= 00000000000001111111000000111111
- > and.b d7,d5 ;d7= xxxxxxxxxxxxxxxxxxxxxxxx11000000
- > or d5,d2
- > move.b (a4,d2.l),(a2)+ ;d2= 00000000000000xxxxxxbbbbbbyyyyyy
- > add.l a6,d0
- > addx.l d4,d3
- >
- > This one is doing Texturemapping + gouraud shading with
- > shadetable. (!!)
- >
- > The Texture is 64x64 (6 bit) and the shading is 6 bit two. You
- > will need a 256k combined Texture/Shading table.
-
- Hmm. Not nice in a game for example where several textures
- are needed. But a nice idea anyway!
-
- > The Routine byself was a bit slower than ordenary Texturemapping.
- > But should be a lot fast than to memery-accesses. And it uses only
- > two adds..
-
- Yep .. well, normal optimized Texture/Gouraud with a shading table
- is ~76% slower than the fastest normal mapper .. I can live
- with it, no other restrictions execpt the 64k alignment.
-
- > Speed could still be improved by aligned the table to a 256k
- > border.
-
- Yep, like using 64k aligned texture, to eliminate the indexed
- addressing.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-