Quote:
Originally Posted by britelite
There's still room for improvement in the wall rendering (for example, the code slices could be modified to draw longwords where possible).
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I took a stab at doing that manually (disassembling the generated scalarcode, and changing 822 MOVE.W to 411 MOVE.L by hand)
and the result was an average of 9 rasterlines gained. best case from the stream gained 7 rasterline, and worst case gained 11 raster lines.
Also tried this out:
Quote:
Just an idea to take advantage of this:
for walls between 63 - 48 use downscaling of 64px texture with longwords where possible, and for 47-33 use mipmap upscaling of 32px texture with longwords where possible.
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And it did result in better visual quality (see attached picture) without having and impact on performence.
So by using these two improvements the demo is now a tiny bit faster, with overall better visual quality.