That's odd because when I was converting Quake to the ARM I managed to
change all the floating points maths, with the exception of the QuakeC
stuff, to use the 64 bit multiply. When it came to dividing the results
achieved were more accurate in some places than the original floating point.
I did use a reciprocal table that made use of all 32 bits though and used a
shift to gain the required accuracy for each stage of the calculation.
Using the 64 bit mul and accumulate also helped a lot when dealing with 64
bit numbers.
-----Original Message-----
From: Mat [mailto:matth@...]
Sent: 04 January 2001 14:42
To: gbadev@egroups.com
Subject: Re: [gbadev] Multi Player Gamins
The numbers I am using require too much precision for me to use recipricols
and its too
late in the day for me to move the engine over to 64 bit math , I tried it
for geometry
and perspective texture mapping but accuracy was terrible.