English Amiga Board 3D Graphics: possible optimization?
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 24 February 2016, 10:06 #1 sandruzzo Registered User   Join Date: Feb 2011 Location: Italy/Rome Posts: 1,138 3D Graphics: possible optimization? Hi, I'was thinking about how we handle 3d polygon. We get used to use polygon that range from + to - with differente degree. Like x = -50.0 y = -10.0 and on. But if we map our world and object from -1 to +1 and scale them after all trasformation, maybe we can have less bit for fixed math and have a lot of precalcuated value since we have fixed range. Maybe we'll have less "bigger" world, but a lot more velocity, since we can put on table a lot of calc, like x*cos, y*sin and on. What do you think?
 24 February 2016, 20:34 #2 Cylon Registered User   Join Date: Oct 2014 Location: Europe Posts: 466 This sounds like the usual 'normalization' already done in 3d engines?
26 February 2016, 08:40   #3
sandruzzo
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Join Date: Feb 2011
Location: Italy/Rome
Posts: 1,138
Quote:
 Originally Posted by Cylon This sounds like the usual 'normalization' already done in 3d engines?
never seen applicated on an 3d engine, and I've a good experience about it. Maybe we this simple trick, we can use only 16 bit to describe objects and world so we can use a lot of table to speed up the engine.

 26 February 2016, 09:01 #4 Samurai_Crow Total Chaos forever!   Join Date: Aug 2007 Location: Ft. Collins, CO USA Age: 43 Posts: 949 16 bit coordinates make good fixed point references since doing a word to word unsigned multiply will leave a scaled screen coordinate in the upper word of the result. Fixed point has not been commonly used for 3d since before Quake 1, though.

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