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Texturemapping in ARM assembler


Texturemapping in ARM assembler

Postby jcronje » Jul 4, 2003 @ 3:30pm

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Postby Dan East » Jul 4, 2003 @ 5:28pm

You could try using the Intel Graphics Performance Primitives.

See .

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Postby andyclap » Jul 4, 2003 @ 5:58pm

I'd say pocketGL wouldn't really help you - the textured triagle draw implementation is in C, and is pretty much the same as any other efficient texture mapper out there. OK it's a reasonable amount of code, but it's not that complex - a good GX book or website should be able to help you.
Additionally, PocketGL has an unusal but clever optimisation for its z buffer which would probably get in your way.
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Postby jcronje » Jul 8, 2003 @ 11:10am

Intel GPP looks like it uses scanline functions, which is not that i'm looking for. I can make use of the scanline functions, but don't think it will give me that much speed increase.

I know exactly how to do texture mapping, and have a C routine working. But want to know if ARM assembler is going to boost the speed or not.

How much triangles ( Plainly texture mapped, no perspective correction, no Zbuffer ) should I try for in a second ?
Lets say the size of a triangle is about 70 x 70
pixels on the screen.

1000 ? 5000 ? 10000 ?
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Postby bluescrn » Jul 8, 2003 @ 11:20am

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Postby rcp » Jul 17, 2003 @ 7:38am

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Postby Guest » Jul 18, 2003 @ 9:34am

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