
I think you need floating point math to prevent that the model is moving(rotating) weird, but I doubt if it's possible because Relsoft didn't use it in his code.
(most of Relsoft's code is optmized well).
Codemss
Nemesis wrote:I was a little curious if this approach would
actually be faster or not. Much to my suprise, after comparing the
routine using my optimizations, to the same routine using the floating
point calculation, there was a 400% speed increase. Even when I used
the FFix patch on the floating point routine, there was only about a 140% speed increase. (That's a big difference in speed for just removing one floating point operation!
Cya,
Nemesis
Very nice! This was exactly what I was looking for! So did you whipe out all the floating point math or what? (I don't know much about matrices, except how to spell themNemesis wrote:Since I eliminated the floating point calculation by creating a matrix of precalculated variables I was a little curious if this approach would
actually be faster or not. Much to my suprise, after comparing the
routine using my optimizations, to the same routine using the floating
point calculation, there was a 400% speed increase. Even when I used
the FFix patch on the floating point routine, there was only about a 140% speed increase. (That's a big difference in speed for just removing one floating point operation! Smile