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- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Sun, 3 Mar 96 16:23:11 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Sun, 03 Mar 96 17:14:36
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- Subject: Re: TMapping again!
- Message-ID: <38232795@kone.fipnet.fi>
-
-
- > |> Hmm. Not nice in a game for example where several textures
- > |> are needed. But a nice idea anyway!
- >
- > nice ? Cooooooool!
- > Cool idea to pack the shading value into the texture adress!
-
- Yeah but problematic when we want several textures.
-
- > add.l a2,d2 0...00BBBbbbbbbbbbbbbbbbb
- > add.l a3,d1 x...xxxxxYYYYYYYYyyyyyyyy
- > addx.l d3,d0 0...0000000000000XXXXXXXX
- > move.l d2,d6
- > move.w d1,d6
- > move.b d0,d6
- > move.b 0(a0,d6.l),(a1)+
- >
- > 20 cycles gouraud mapping :)
-
- Isnt that 22?
-
- Why not:
-
- add.l a2,d2 0...00BBBbbbbbbbbbbbbbbbb
- add.l a3,d1 x...xxxxxYYYYYYYYyyyyyyyy
- addx.l d3,d0 0...0000000000000XXXXXXXX
- move.l d2,d6
- move.w d1,d6
- move.b d0,d6
- move.l d6,a0
- move.b (a0),(a1)+
-
- 21 cycles.. ;)
-
- > 8 shadingsteps are 512k, not too much even for a A1200 game imho
- > (well, people tell me they aim for higher machines anyway,
- > so the mem consumption can't be considered so bad ;)
-
- 8 intensity levels..? ;) And only one texture.. Maybe
- good for a 40k intro but not for a game.
-
- > I would really think about using this routine, it's really LOT quicker.
- > You can put multiple textures into a given 64k range btw. but those
- > can't be "repeart-mapped" uh "multiplexed" ? how you call it if x gets
- >รก256 and then _plop_, 0 again on the left side ? Is this called bump-mapping
-
- Repeating?
-
- > Isn't it enough that average ami got less cpu than clones ?
- > why do slower algos than known ?
- > You can live with it as you got that 040/60, but average ami... ;)
-
- The aim is about 030/50 where our project would run nicely in
- 320x128, that is about 20fps.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-