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#41 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
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#42 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
[ Show youtube player ] at 4:55 |
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#43 |
Registered User
Join Date: Jun 2020
Location: Druidia
Posts: 389
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I’d forgotten about that one Dan! I’ll have a poke at the code!
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#44 |
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Join Date: Jun 2020
Location: Druidia
Posts: 389
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So, what pretty much every implementation has in common (with the exception of Britelite's code) is that they breakdown when the underlying texture is magnified.
They're all pretty much doing the same thing which involves pre-computing one line of offsets, and this works reasonably for minification. This'll be why Dan pointed out, he's most impressed by Britelite's offering and I can see why. I've had a go at some modifications to my own code in the hope that the magnification could be improved but I feel like it's pretty stuck where it is, that it's just the nature of pre-computing one or more lines for a larger image. I'd love to hear of any other good examples that magnify, and also run on an A500. |
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#45 |
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Join Date: Feb 2017
Location: Denmark
Posts: 1,228
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My version magnifies, but doesn't satisfy your precision requirement in any way. The plan for the worst glitches (if I got around to using it) was to use some kind of distraction to hide it (audio or visual). Likely your version does magnification as well and you just need to live with the lack of precision.
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#46 |
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Join Date: Jun 2020
Location: Druidia
Posts: 389
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Yes it does magnify, just not very nicely. So it's probably work clarifying that what I would like is for it to do so without breaking up and looking bad.
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#47 |
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Join Date: Apr 2023
Location: "Hamcastle"
Posts: 25
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Hi there, I am only a layman compared to you and maybe I am writing nonsense, but wouldn't the use of 64-bit-products be worth a try? Okay, it is not a rotozoomer but I seem to remember that Chaos mentioned something like "32-bit" multiplications for the textcube in Elysium and that this was very(!) crucial for the accuracy and to make the cube less jittery. Cheers :-)
Last edited by Rotschi; 03 October 2023 at 19:15. |
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#48 |
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Join Date: Sep 2009
Location: Norway
Posts: 1,719
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64-bit arithmetical precision is quite slow on a 68000...
Also, "32-bit multiplication" could mean hardware 16x16->32 (MULS.W/MULU.W). However, if he actually means 32x32->32, then that requires a custom implementation with several MUL instructions, and is going to be slow for a 68000 in realtime too (especially if used in a loop). Last edited by 8bitbubsy; 04 October 2023 at 16:08. |
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#49 |
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Join Date: Jun 2020
Location: Druidia
Posts: 389
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As far as I can tell Chaos was referring to using 16.16 fixed point math, but it's not the same kind of code at all for that effect.
What the comment does hint at is the need for better precision, and indeed for a magnifying effect it seem necessary to do better than 8.8 fixed point math. But the added precision doesn't help when you're doing the offset updating method because by then all the precision is lost in the baked offsets. |
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#50 | |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,684
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Quote:
![]() It's likely due to not wanting to include a huge image in the release than anything else. Unless there's a limitation causing it, which would make the rotozoomer less. |
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#51 |
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Join Date: Jun 2020
Location: Druidia
Posts: 389
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That takes too much memory and is of course only for lamers!
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#52 |
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Join Date: Feb 2010
Location: Espoo / Finland
Posts: 821
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Edit: never mind...
Last edited by britelite; 14 October 2023 at 11:10. Reason: Better not get into the discussion |
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