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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Bitfieldinsert?
- Date: 15 Feb 1996 23:28:53 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4g0fjl$gh1@maureen.teleport.com>
- References: <38232222@kone.fipnet.fi> <4f4qo2$i6o@oreig.uji.es> <38232329@kone.fipnet.fi> <4fnh84$1m7@oreig.uji.es>
- NNTP-Posting-Host: kelly.teleport.com
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-
- Jorge Acereda Macia (ii202@rossegat.uji.es) wrote:
- : Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- : > Well, a friend of my made a Gouraud polygon routine
- : > a while ago that does 8 pixels on two instructions.
- : > (all four planes in a long word; a little blitting or CPU
- : > passes needed)
-
- : > move.l (a0,d0.w*4),(a1)+
- : > addx.l d1,d0
-
- : Cool! Looks fast when working with big polys, but handling left and
- : right bytes (edges) should slow down the thing...
-
- 4bit chunky version would be, to draw 8 4bit pixel
-
- REPEAT 16
- move.l (a0)+,(a1)+ ;draw 8 pixels
- ENDR
-
- a0 is a pointer in a lighting cube ... Think of it as tmapping a
- X*1 texture and having all the texture size prescaled so you only
- have intereg part when steping in the texture.
-
- in 8bit its the same but you map only 4 pixels at a time.
-
- I think doing chunky/c2p is a better solution then the above methode,
- but thats just a first impression.
-
- But back to bitfield inst, they are nice for <33 pixel wide flat
- lighted triangles. I think a 25mhz 030 can draw ~70,000 32x16 polygon
- using bfset.
-
- Stephan
-