Page 1 of 2

Bitmap Rotation and memory caching...

PostPosted: Sep 10, 2002 @ 4:42pm
by pacomac

PostPosted: Sep 10, 2002 @ 4:58pm
by Phantom

PostPosted: Sep 10, 2002 @ 5:04pm
by refractor

PostPosted: Sep 11, 2002 @ 12:07am
by pacomac

PostPosted: Sep 11, 2002 @ 6:26pm
by gamefreaks

PostPosted: Sep 11, 2002 @ 6:51pm
by Kzinti

PostPosted: Sep 11, 2002 @ 8:58pm
by Phantom
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.

PostPosted: Sep 11, 2002 @ 9:23pm
by cyberghost
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!????

PostPosted: Sep 11, 2002 @ 10:34pm
by Phantom

PostPosted: Sep 11, 2002 @ 10:51pm
by Kzinti

PostPosted: Sep 11, 2002 @ 10:58pm
by Kzinti

PostPosted: Sep 11, 2002 @ 11:01pm
by Phantom

PostPosted: Sep 12, 2002 @ 12:34am
by Kzinti
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...

PostPosted: Sep 12, 2002 @ 9:27am
by refractor

PostPosted: Sep 12, 2002 @ 9:38am
by Phantom