Path: utzoo!utgpu!jarvis.csri.toronto.edu!rutgers!apple!brutus.cs.uiuc.edu!uakari.primate.wisc.edu!uflorida!stat!fsu!geomag!prem From: prem@geomag.fsu.edu (Prem Subrahmanyam) Newsgroups: comp.sys.amiga.tech Subject: Re: Video Files Message-ID: <348@fsu.scri.fsu.edu> Date: 9 Nov 89 21:41:44 GMT References: <1585@ultb.UUCP> Sender: news@fsu.scri.fsu.edu Reply-To: prem@geomag.UUCP (Prem Subrahmanyam) Organization: Florida State University Computing Center Lines: 24 In article <1585@ultb.UUCP> dds3769@ultb.UUCP (D.D. Simmons) writes: > I'd appreciate the help with this and if you could send > me the player uuencoded I'd be a happy camper. To the person > who posted the ftp address for uRay. Thanks. And do you > have any suggestions on which libraries I should compile > it with for shortest rendering time? I'm running with a > stock Amiga 2000 and have plenty of ram to spare. > > _ Derek Simmons _ As always, for the fastest results (running minus a coprocessor), use the lcmffp.lib (Motorola Fast Floating Point library). Compile the program with a -ff in the "lc" command, and you're all set. This library sacrifices a little accuracy for the sake of speed (unnoticeable in Amiga-based ray-tracers). The standard lcm library included is an IEEE-based library and is quite a bit slower, but more accurate. In general, it seems that unless you're doing something chaotic (Mandelbrot /Julia sets, other fractals, etc.) that the extra accuracy given by the standard library is not useful....the fast floating point seems to do better. If you have a coprocessor, this would change--use the specific libaries for your FPU. ---Prem Subrahmanyam (prem@geomag.gly.fsu.edu)