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- Path: clri6a.gsi.de!kraemer
- From: kraemer@clri6a.gsi.de (Michael Kraemer)
- Newsgroups: rec.games.programmer,comp.sys.intel,comp.sys.m68k
- Subject: Re: Fixed point info/source?
- Date: 8 Jan 1996 15:54:54 GMT
- Organization: Technische Hochschule Darmstadt
- Message-ID: <4creoe$da8@rs18.hrz.th-darmstadt.de>
- References: <phoyer-0701961703010001@192.0.2.1>
- NNTP-Posting-Host: clri6a.gsi.de
-
- In article <phoyer-0701961703010001@192.0.2.1>, phoyer@snakemail.hut.fi (Patrik Hoyer) writes:
- > Hi,
- >
- > I'm planning on using fixed point math for my 3d engine. (For those of you
- > ready to recommend floating point on the pentium of powerpc... I'm
- > targeting low end computers. No texture mapping, just flat-shaded
- > polygons.) Now, I'd like to find some info on problems and solutions
- > relating to using fixed instead of floating point. (The problems of
- > overflow, and that of numbers close to zero losing all precision comes to
- > mind). Source code would also help, I guess. I'd prefer online sources of
- > information (cheap) but if you know of any good books covering the subject
- > feel free to recommend them too!
- >
-
- You might look at the Motorola Fast Floating Point (FFP) package.
- It runs on plain 68000s and uses 24bit mantissa, 7 bit exponent, 1 bit sign.
- It comes standard with every Amiga and should also be available from Motorola.
-