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- Path: fix.uni-trier.de!not-for-mail
- From: hfrieden@fix.uni-trier.de (Hans-Joerg Frieden)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Wolfenstein Texture mapping problem
- Date: 17 Feb 1996 23:05:04 GMT
- Organization: Universitaet Trier
- Message-ID: <4g5mv0$sns@news01.uni-trier.de>
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- Hi all!
-
- I'm currently writing a Wolfenstein-type engine. I did start in C and
- slowly converted parts over to assembler. Although I have experienced
- some speed up, I'm still not satisfied. I think the bottleneck is the
- wall texturemapping.
-
- What I do is calculate the ratio texture_height/wall_height as a fixpoint
- number and use it to add to the offset into the texture. The fixpoint
- arithmetics do involve some shifting and stuff, and I guess that it
- simply too much overhead.
-
- Now I have a new solution in mind: I have two tables, one to shrink and
- one to enlarge the texture. It is basically a precalculated version of
- what I've done before... What I'd like to know is if someone's willing to
- part with some information about how he would do it. I'd really like to
- hear something, as I'm not really an assembler programmer, and I don't
- like counting cycles...
-
- TIA, Hans-Joerg.
-
- --
- Hans-Joerg Frieden Schloss-Strasse 176 54293 Trier Germany
- Private Mail to hfrieden@fix.uni-trier.de
- HiWi at University of Trier, Germany
- Any Opinion expressed is completely my own, not those of my employers.
-