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- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Wed, 21 Feb 96 10:15:09 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Tue, 20 Feb 96 21:46:35
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- Subject: Re: Wolfenstein Texture mapping problem
- Message-ID: <38232549@kone.fipnet.fi>
-
-
- > Now what you could do is use self creating code :
- >
- > move.b (a0),(width*0,a1)
- > move.b (a0),(width*1,a1)
- > move.b (a0)+,(width*2,a1)
- > etc...
- >
- > create a peice of code for each scale factor that you want to speedup.
- > probably only the tall lines, and just to wich ever code is best for
- > the condition. but this will only give you a ~30% speedup vs the first
- > methode.
-
- An interesting method! Cache will be trashed though..
- This would be the fastest solution on the 68000 though.
-
- > using precalc table like this
- >
- > move.w (a3)+,d0
- > movea.l d0,a0
- > move.b (a0),(a1)
- > adda.l a2,a1
- >
- > is bad.... My guess is stick with the good old 3 inst/pixel methode.
-
- Yep. A shading table is needed though.
-
- > Mapping floor with a 32x32 texture pattern can be done in 13cycle
-
- Hmm. How was this loop again, I have forgot it..?
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-