Quote:
Originally Posted by zero
I was wondering if you could use fake scaling, like the scroll register hack method for horizontal scaling but with the CPU.
Rather than doing precise scaling you can just scale every N pixels, with a number of pre-scaled textures. That way you can use longer read/writes and save a few cycles on instruction fetch/decode..
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Yes and No.. You will always have to do precise scaling when using the CPU, as you can't "blit" 8-16 pixel at a time anyway. But the scalar code could maybe be arranged to better take advantage of longword writes, without it taking to much off of the visual quality.
But then again, to take full advantage of it, you would need several copies of the same texture in memory, which would take up to much memory at least for a game like Wolfenstein.