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floating point multiply == very very slow ?


Postby xPeterx » Oct 30, 2004 @ 8:36am

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Postby jaguard » Oct 30, 2004 @ 10:03pm

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Postby Dan East » Oct 30, 2004 @ 10:27pm

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Postby Dan East » Oct 30, 2004 @ 10:39pm

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Postby mm40 » Nov 1, 2004 @ 11:41am

if your only doing bounding spheres for each object, precalc and do them for each triangle as well, its all a memory vs speed tradeoff. you could also precaclulate or cache certain variables or equations that didn't change which may be specific to certain triangles or previously intersected triangles, so you don't have to calculate everything next frame if the objects didn't move or are moving very slow.
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