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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Wolfenstein Texture mapping problem
- Date: 28 Feb 1996 19:45:42 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4h2bd6$cn0@maureen.teleport.com>
- References: <4g5mv0$sns@news01.uni-trier.de> <4gimj3$4lp@news01.uni-trier.de> <38232650@kone.fipnet.fi> <4guqtk$4l9@news01.uni-trier.de>
- NNTP-Posting-Host: kelly.teleport.com
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-
- Hans-Joerg Frieden (hfrieden@fix.uni-trier.de) wrote:
- : Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
- : : > I finally implemented my texture-mapping loop with a large ~200K lookup
- : : > table. Although there was a speedup (my innermost loop is now 3
- : : How does the loop look now? What is the purpose of the ~200K
- : : LUT?
- : The LUT contains the pr-calced offsets for the texture... 200 bytes each,
- : something like 1,1,2,2,3,3,4,5,6,6,7,7,7.....
-
- This cannot be faster then not using precalc... unless you hardcode
- the table in the instruction offset itself.
-
- Stephan
-