Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!unix.cis.pitt.edu!dsinc!bagate!cbmvax!chrisg From: chrisg@cbmvax.commodore.com (Chris Green) Newsgroups: comp.sys.amiga.programmer Subject: Re: Fast 3d Graphics Keywords: fast 3d optimizing assembly cycles Message-ID: <20338@cbmvax.commodore.com> Date: 3 Apr 91 21:10:13 GMT References: <9529@star.cs.vu.nl> <1047@cbmger.UUCP> Reply-To: chrisg@cbmvax.commodore.com (Chris Green) Organization: Commodore, West Chester, PA Lines: 19 In article <1047@cbmger.UUCP> peterk@cbmger.UUCP (Peter Kittel GERMANY) writes: >In article <9529@star.cs.vu.nl> mmblom@cs.vu.nl (Marc Blom) writes: >>'m wondering how fast 3D graphics can really go. I've written some rotation >>and perspective routines (in assembly) and profiling shows that 60 % of the >>time is spend in my routine RotatePoint. This routine rotates 1 point around >>all three axes in only about 900 cycles minimum and about 1100 cycles maximum. >>Is this fast ? Can someone do better ? (If so PLEASE mail me how you did it). Doing a quick cycle count on my routine, it looks like 485 worst case. 60% is really high to spend on rotation. 10% is more likely for an amiga. You ARE using a 3x3 matrix and not 3 separate axis rotations, right? -- *-------------------------------------------*---------------------------* |Chris Green - Graphics Software Engineer - chrisg@commodore.COM f | Commodore-Amiga - uunet!cbmvax!chrisg n |My opinions are my own, and do not - killyouridolssonicdeath o |necessarily represent those of my employer.- itstheendoftheworld r *-------------------------------------------*---------------------------d