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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: 90 degree rotation
- Date: 12 Feb 1996 13:38:07 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4fnfrv$o0m@maureen.teleport.com>
- References: <DMEpMn.Cvs.0.-s@cs.vu.nl> <4fev39$jid@maureen.teleport.com> <4ffpof$dvl@sunsystem5.informatik.tu-muenchen.de>
- NNTP-Posting-Host: linda.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Juergen "Rally" Fischer (fischerj@informatik.tu-muenchen.de) wrote:
-
- : |>
- : |> Much faster, the following is basic wall tmaping?
- : |>
- : |> REPEAT 16
- : |> move.b (a0,d0.w),(a1)
- : |> addx.l d1,d0
- : |> adda.l a2,a1
- : |> ENDR
-
- : yep, a wallmapper.
-
- Well, I put it there so the original poster can show how it can be
- so 'much faster'...
-
- : |>
- : |> Even if you trandform this to write long (Would be slower) how do you
- : |> handle your chunky buffer? Do you tmap 1 line and c2p it?
-
- : nooo. only c2p complete screen after render.
-
- Then this make no sense... because you will have to write your floor
- verticaly in the buffer :) you traded walls for floor And need that extra
- screen rotation.
-
- : |> You would use rotated tmap for walls only.... because you step verticaly
- : |> in your display buffer, and horizontaly in your texture buffer.(Just
- : |> a speedup for the inner mapping loop)
-
- : ah yes that's it: you go the horizontal way in _source_ for
- : adressing reasons.
-
- Yep, in the above example using non rotated tmap would require 2 extra
- instructions... Unless we can scale by 256:) move.b (a0,d0.w*256),(a1)+
-
- Stephan
-
-