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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Wolfenstein Texture mapping problem
- Date: 23 Feb 1996 10:06:45 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4gk3jl$4po@maureen.teleport.com>
- References: <4g5mv0$sns@news01.uni-trier.de> <4g7ui9$em3@maureen.teleport.com> <38232549@kone.fipnet.fi>
- NNTP-Posting-Host: linda.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- : > Now what you could do is use self creating code :
- : >
- : > move.b (a0),(width*0,a1)
- : > move.b (a0),(width*1,a1)
- : > move.b (a0)+,(width*2,a1)
- : > etc...
- : >
- : > create a peice of code for each scale factor that you want to speedup.
- : > probably only the tall lines, and just to wich ever code is best for
- : > the condition. but this will only give you a ~30% speedup vs the first
- : > methode.
-
- : An interesting method! Cache will be trashed though..
- : This would be the fastest solution on the 68000 though.
-
- You only create the code when you switch screen resolution... so it
- work just fine on 060 too. you only flush the cache when the user switch
- from lores to hires.
-
- : > using precalc table like this
- : >
- : > move.w (a3)+,d0
- : > movea.l d0,a0
- : > move.b (a0),(a1)
- : > adda.l a2,a1
- : >
- : > is bad.... My guess is stick with the good old 3 inst/pixel methode.
-
- : Yep. A shading table is needed though.
-
- : > Mapping floor with a 32x32 texture pattern can be done in 13cycle
-
- : Hmm. How was this loop again, I have forgot it..?
-
- move.l d3,d2
- and.w d0,d2
- movea.l d2,a0
- move.b (a0),(a1)+
- addx.l d1,d0
-
- Humm, 15cycle...
-
- Stephan
-