home *** CD-ROM | disk | FTP | other *** search
- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: TMapping again!
- Date: 18 Feb 1996 19:04:38 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4g7t86$em3@maureen.teleport.com>
- References: <38232371@kone.fipnet.fi> <4fq6m6$gah@maureen.teleport.com> <38232456@kone.fipnet.fi>
- NNTP-Posting-Host: linda.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- : > Flat lighted triangle on a 680x0 dont do a single memory access aside
- : > the write to the buffer.(And to the div table, if you use one)
-
- : Hmm. I have 15 long divides per polygon. (Texture/Gouraud)
- : Now if they take about 30 cycles, only ~15 pixels have to be
- : drawn to take the same amount of cycles. Therefore I dont
- : use a divide table now..
-
- My guess is that you draw only a few polygon per frame...
- But 15 pixels , ~450 cycles really addup when you draw alot of
- polygon. If you draw 100 triangle at 60fps and your not using a
- 512 byte divtable then your rendering code will take 10% more CPU
- 2700000 cycles extra ... Yep, it addup quick :)
-
- Stephan
-