An interesting quote out of the daily WTF… July 28, 2006Posted by winden in demoscene, in real life.
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Some weeks ago I somehow stumbled into a really good site called the daily WTF… been perusing it a bit… and found out a link to a post which makes you think:
Remember folks it's time to stop crying about the old man who doesn't know
a bit because someday you will be the old man and
you will need to work to maintain your vices.
ps. yes, that’s an IRL+SCENING crosspost ;)
euskal party 14…. July 22, 2006Posted by winden in demoscene.
So, these days is the euskal party 14 which i decided not to goto, since i had to save money for other trips… anyways im realtime uplinked to there, both via IM to madgoblin and also his webcams… anyways i’m at home making a ultrasecret port for a production for OSX… will take care of anouncing it when it’s finished ok?
newschool shaderz – part 1 July 17, 2006Posted by winden in coding, demoscene.
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So… it looks like some of my antique addictions haven’t dissapeared completely:
68060-optimised texture mapping – part 1 July 3, 2006Posted by winden in coding, demoscene.
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So, hanging out on the ADA forums, we came up with a conversation about 060-specific optimising, which is sort of like pentium-specific (U/V pipes of fame) optimising. 060 has pretty harsh rules for address generation delays, so there is ample of oportunity to try ingenious ways to reorder stuff as to get no half-cycles wasted… linky linky provided for your pleasure ;)
The only real limitation I can see for this mapper is that the loop count has to be less than 255, but then again I don’t believe in big polygons :P
; ; 8 cycle per 2 pixels 8.16 mapper ; remixed from an ADA thread contributed by ; krishna^scoopex, kalms^the.black.lotus, ; krabob^mankind and winden^network^batman.group ; ; d0 vvUUuuuu a0 dvDUdudu ; d1 cc--VVvv a1 ; d2 dc--DVdv a2 ; d3 --UUVV-- 0 a3 ; d4 --UUVV-- 1 a4 ; d5 pixel buffer a5 tex ; d6 a6 scr ; .xloop move.b (a5,d3.w),d5 ; p1 move.l d0,d3 ; s1 move.b d5,(a6)+ ; p2 move.w d1,d3 ; s2 lsr.l #8,d3 ; p3 add.l a0,d0 ; s3 addx.l d2,d1 ; p4 move.b (a5,d4.w),d5 ; p5 move.l d0,d4 ; s5 move.b d5,(a6)+ ; p6 move.w d1,d4 ; s6 lsr.l #8,d4 ; p7 add.l a0,d0 ; s7 addx.l d2,d1 ; p8 bcc .xloop ; p9 if not predicted, zero if predicted rts