06 August 2009, 12:53 | #101 | |
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Nice one Toni - definitely a good feature to be aware of for those guys like me addicted to using your superb emulator for coding.
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06 August 2009, 13:01 | #102 | ||
move.l #$c0ff33,throat
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I'll go with the title of an old Anarchy demo: "Seeing is believing". =) |
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27 August 2009, 12:26 | #103 | |
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Watcha boys.
I've been away on my summer holidays over the last couple of weeks but now I'm back and getting back into "coding mode" again. Quote:
Instead of only drawing lines between points the routine now draws the object by drawing each face of the object by using these new data structures. Doing it this way means drawing some duplicate lines but I want to get my routine closer to being able to draw different objects (not just a cube!) and also perhaps towards getting hidden line removal / filling too. Last edited by pmc; 26 February 2010 at 12:23. |
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30 August 2009, 17:42 | #104 |
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Well, it looks like I finally managed it.
Check out the attached source for a working hidden line vector cube routine. As usual, I've gotta say thanks to a couple of guys: @ Leffman - thanks for making me think of the object as made up of faces and not lines. Once I started thinking that way it became clear that a hidden face calculation would work when applied to trying to get hidden lines working - @ StingRay - thanks for the general support and encouragement - Last edited by pmc; 26 February 2010 at 12:23. |
30 August 2009, 21:25 | #105 |
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Nice job What's next on the list then?
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30 August 2009, 22:01 | #106 | |
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Next on the list is to adapt this routine into a demo part for inclusion in the first Retro Megademo! |
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30 August 2009, 22:13 | #107 |
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That's really cool.
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30 August 2009, 22:53 | #108 | |
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30 August 2009, 23:12 | #109 |
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Both
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30 August 2009, 23:15 | #110 |
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Too kind.
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08 September 2009, 08:52 | #111 |
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Hello people.
Is it possible to use a processor's FPU to speed up vector stuff on the Amiga? In what way and how would someone go about doing that? I've got an A1200 with an 060 accelerator card & the 060 has an FPU but I must admit I've never done any coding on that system. Might be an interesting side project for me. I suppose you need to be a bit more system friendly with how the code runs than I normally am in order to keep the 060 accessible via the driver software that I presume gets loaded by the OS on startup for the card - or am I totally wrong? Are there any demo examples out there that require an FPU to do their vector stuff? |
08 September 2009, 11:34 | #112 | |||
move.l #$c0ff33,throat
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Hi PMC =)
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All later TBL and Loonies demos f.e. but I suppose FPU is mainly required for the persp. mapper. I may be wrong though. |
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08 September 2009, 11:44 | #113 | |||
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Watcha Sting
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Cheers for pointing me at those demo prods - I'll take a look. |
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08 September 2009, 11:54 | #114 | |
move.l #$c0ff33,throat
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Yep. |
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08 September 2009, 12:04 | #115 | |
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2^30 fixed point not accurate enough!
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As always mate, your advice is much appreciated. |
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08 September 2009, 12:15 | #116 |
move.l #$c0ff33,throat
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Not for the 1/z calculations which are required for the perspective correction. Check attached source to get an idea, it's the integer version of my persp. mapper, done in 2002. I never bothered to try it again using fixed point.
You're welcome! Looking forward to your megademo. \o/ |
08 September 2009, 12:49 | #117 | |
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By the way I went away and checked out Ocean Machine by TBL. Heavy texture mapping in that one so I presume heavy FPU use as well... Gotta say - Kalms: At the moment I'm struggling a bit converting the code for the current routine I'm working on for the megademo to entirely PC relative (requirement for Vortex' trackloader) but I'll persevere. I'm sure there'll be some useful lessons learned along the way. |
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08 September 2009, 13:07 | #118 | |
move.l #$c0ff33,throat
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Not my favourite TBL demo (I still prefer their older stuff like Rain, Panacea or Darkside) but top notch engine indeed, one of the best available on Amiga.
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move.l d0,some_Var Code:
lea VARS(pc),a6 move.l d0,some_Var-VARS(a6) |
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08 September 2009, 13:30 | #119 | |
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For our sins we're using Photon's Scoopex cruncher / decruncher - what *are* we thinking! (Hi Photon. ) Code:
lea VARS(pc),a6 move.l d0,some_Var-VARS(a6) I'll check that other TBL stuff. |
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08 September 2009, 22:43 | #120 |
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Photon was ok with us using the Scoopex cruncher last time I checked...
Haven't touched the mig for 2 weeks or so... Too busy preparing for IBC (www.ibc.org). Only 2 days left to get everything working. As usual there's stuff to finish before the show starts... (perhaps we should begin earlier next time... ) |
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