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Old 14 August 2018, 00:14   #61
rothers
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Yeah I think mirroring is the way to go for speed reasons if indeed it is free.

Unwrapping loops is also probably essential.

This IS possible on the Amiga it's just a lot of work. Literally sitting with a notepad right now seeing how much work exactly.

Also wondering why it was not done back in 1993.
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Old 15 August 2018, 10:01   #62
zero
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Quote:
Originally Posted by rothers View Post
Also wondering why it was not done back in 1993.
Most people didn't have internet or even BBS access, so the knowledge was not as easy to find.

Might be worth looking at if you can do something with the Amiga's planar bitmap format too. Maybe you could fudge it a bit, do 2 columns at a time or something. Quite often the scaling values for adjacent columns will be the same or very close, especially with low precision fixed point maths.
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Old 12 October 2018, 05:30   #63
ReadOnlyCat
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Interesting discussions but guys we are getting completely off topic since the goal of the thread was to improve upon Doom-type (not Wolfenstein) rendering techniques on the Amiga.

Although I do appreciate the latest posts in their own right, they deserve to live in their own thread rather than in this one.
Thanks!
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