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- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Sun, 14 Jan 96 17:45:09 UT
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- Subject: Re: FPU and games?
- Message-ID: <38232041@kone.fipnet.fi>
-
-
- > I have pondered this before, but wouldn't it be possible to have games
- > that render the screen (TMapped games) take advantage of the FPU.
- > Especially on an 040 or 060 where both Integer and FPU operations
- >ácan be being done at the same time. Is there not a formula that
- >ácould convert a set point math to a floating point math to have
- >áthe FPU handle it. If both the Integer and FPU math could be taken
- >áadvantage of to handle rendering of the screen, it could essentially
-
- Fixed-point is used in rendering, because for example tmapping
- uses integer coordinates, so no advantage of FPU there.
- Also FPU add (adds are used very much in tmapping and stuff)
- is slower than a integer one.
-
- The only place I could think of FPU being useful is 3d
- transformations which contain very much multiplyings.
- 040 fmul is only 5 cycles, but fadd is slower than normal add.
-
- Then again, the real problem is that the 68040 does not
- have fint (float to integer) instruction in hardware,
- so it is trapped and emulated -->áVERY slow.
-
- > double the rendering speed? Even and 030 w/ FPU could
- > allow for excellent TMapped rendering speeds if the FPU was utilized.
-
- Nonsense. 881/882 FPUs are very slow.
- But your idea is sometimes useful on the Pentium though.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-