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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: TMapping again!
- Date: 16 Feb 1996 06:22:14 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4g17qm$3mo@maureen.teleport.com>
- References: <38232371@kone.fipnet.fi> <4fntd3$g56@sunsystem5.informatik.tu-muenchen.de> <38232442@kone.fipnet.fi> <4fvnjb$gdm@oreig.uji.es> <4g147q$sit@maureen.teleport.com>
- NNTP-Posting-Host: linda.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Stephan Schaem (sschaem@teleport.com) wrote:
- : But then you might want to optimize special cases when any of the slope
- : are null (Very often the texture xstep or ystep is null, so the inner
- : loop can be 'greatly' optimized... well, its worth an extra 2 byte for
- : a beq to the write maping code) and you have no chance to cache all
- : the variation in 256bytes then.
-
- I want to correct myself here... I generalize, when 'often' realy only
- happen with engine type found in 'into the shadow' and not 'descent'.
-
- Stephan
-