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Old 28 January 2018, 18:25   #79
LaBodilsen
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Join Date: Dec 2017
Location: Denmark
Posts: 179
Quote:
Originally Posted by britelite View Post
There's still room for improvement in the wall rendering (for example, the code slices could be modified to draw longwords where possible).
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.
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.
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Last edited by LaBodilsen; 28 January 2018 at 18:32.
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