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Bitmap Rotation and memory caching...


Bitmap Rotation and memory caching...

Postby pacomac » Sep 10, 2002 @ 4:42pm

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Postby Phantom » Sep 10, 2002 @ 4:58pm

Give me some good data and
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Postby refractor » Sep 10, 2002 @ 5:04pm

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Postby pacomac » Sep 11, 2002 @ 12:07am

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Postby gamefreaks » Sep 11, 2002 @ 6:26pm

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Postby Kzinti » Sep 11, 2002 @ 6:51pm

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Postby Phantom » Sep 11, 2002 @ 8:58pm

One other thing you could try: There's a doc called 'fatmap.txt' floating around on the web (easy to find using google) that describes a technique using 8x8 pixel tiles to speed up texture mapping. The idea is that once you read the first pixel of a 8x4 tile, all other pixels are in the cache. It thus doesn't matter whether you're scanning from left to right, right to left or up-down. The inner loop of such a mapper is remarkably simple in x86 assembler. I'm not sure if the ideas port well to C(++) or arm assembly though.
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Postby cyberghost » Sep 11, 2002 @ 9:23pm

Hey... I been trying to rotate my bit maps too..
er... Maybe this is a dumb one, but HOW to do it man?
I need some directions. How do you rotate a BIT MAP!????
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Postby Phantom » Sep 11, 2002 @ 10:34pm

Give me some good data and
I will give you the world
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Postby Kzinti » Sep 11, 2002 @ 10:51pm

Last edited by Kzinti on Sep 11, 2002 @ 11:01pm, edited 1 time in total.
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Postby Kzinti » Sep 11, 2002 @ 10:58pm

Last edited by Kzinti on Sep 11, 2002 @ 11:02pm, edited 1 time in total.
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Postby Phantom » Sep 11, 2002 @ 11:01pm

Give me some good data and
I will give you the world
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Postby Kzinti » Sep 12, 2002 @ 12:34am

Oh well, that's the easiest answer I could come with. It seems pretty straightforward to me... I started with this in PocketFrog to make sure everything worked properly. I am now in the process of optimizing it...
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Postby refractor » Sep 12, 2002 @ 9:27am

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Postby Phantom » Sep 12, 2002 @ 9:38am

Give me some good data and
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