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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: 24 Feb 1996 16:21:49 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4gndut$3n2@maureen.teleport.com>
- References: <4g5mv0$sns@news01.uni-trier.de> <4gk3jl$4po@maureen.teleport.com> <xLmtjMD0agz5@point86.people-s.people.de>
- NNTP-Posting-Host: kelly.teleport.com
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-
- Tim Boescke (azure@people-s.people.de) wrote:
- : Reply to Re: Wolfenstein Texture mapping problem / 23.02.1996
- : by sschaem@teleport.com (Stephan Schaem)
-
- : SS> : > Mapping floor with a 32x32 texture pattern can be done in 13cycle
- : SS>
- : SS> : Hmm. How was this loop again, I have forgot it..?
- : SS>
- : SS> move.l d3,d2
- : SS> and.w d0,d2
- : SS> movea.l d2,a0
- : SS> move.b (a0),(a1)+
- : SS> addx.l d1,d0
- : SS>
- : SS> Humm, 15cycle...
-
- : addx.l d1,d0
- : move (a0,d0.w),(a1)+
-
- Yea, that require 64k per 32x32 texture to gain 3cycle per pixel.
- But I was thinking of pattern mapping, something that unfortunatly both
- above dont do in X:
-
- move.l d3,d2
- and.w d0,d2
- addx.l d1,d0
- movea.l d2,a0
- and.l d4,d0
- move.b (a0),(a1)+
-
- 17 cycle:( (or 14cycle waisting 64k per texture) that repeat a XxY
- texture (X and Y beying power of 2, X upto 16 and Y upto 32.) So you
- can map a brick of 16x8 on a floor as many time as you want. or a 16x16
- ceiling block.
-
- 13 was optimistic, 14 is a possibility.
-
- Stephan
-