| Author: Reimund (f-203.dusseldorf.ipdial.viaginterkom.de) Date:   07-26-2000 22:19
 
 Hi there ...
 
 ...would be really nice if you´d send it to me i think i could use it,
 
 i think to get a quick texturemapping
 a ´dynamically compiling texturemapper´ would be best on the 68000cpu as it´s
 the technique id-soft used in their wolf to run on 286cpus...
 
 this is a kind of texturemapper wich ´compiles´ texturemappers for any sliver-
 height in runtime using a huge table with rounded int-y-texture-positions
 i think on the st it could be faster than a looping one (the only problem is that
 you spend alot of memory/cache for this texturemapper - no cache on st , right ?)
 
 
 i also know that ´unique developments sweden´ left away their texturemapping
 in substation to make it fast but they reduced the screenrez to virtual 160 x 200
 pixels (doubeling pixels vertically), too.
 
 but hey look : wolf runs on shitty 286 cpus and it will run smooth on a 386sx with
 16mhz , if you don´t resize the gamewindow !!!
 
 and i think there isn´t a great difference of cpu-architecture between 386sx <-> 68k !!
 
 
 
 about linux68k: i downloaded the archive , but it doesn´t boot on my mega II -
 i see the bootup screen until it loads data into the ramdisk
 ´loading 512 blocks into ramdisk´ then it stops... the guy who
 recopmiled it only tested it on an emulator !
 
 eof
 
 Shalroth wrote:
 -------------------------------
 Hm.. I don't remember seeing that - my knowledge of 680x0 Linux comes from very very old ST format magazin! It shoul;dn't be *that* hard, the MMU is only involved in protect mode (or the equivelant on 68K - supervisor?  I forget) memory paging for virtual memory, and if you have enough RAM then I suppose you don't need swapspace?
 
 Excellent to hear about your raymapper :)) that was quick! Remember SubStation? an 8MHz ST/E can render 25 frames of gouraud shaded walls with light-sourced scaling sprites per second! I can send you technical infos on the Blitter chip if you need it.
 
 TTFN
 
 Shalroth
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