> Im rendering large textures from ROM directly to VRAM, I dont touch EX_WRAM.
> at the moment, but I'm going to need it soon for larger geometry buffers.
> 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.
i understand. one additional problem with texturemapping on agb is the low
display resolution.
> The game I am working on requires a a couple of thousand divs per frame :)
> , but with interpolation I managed to get it down by a factor of 16.
>
> What type of game is it? Im currently getting between 30 and 45 fps, but
> would like a solid 40+
our game can be roughly compared to afterburner or galaxy force.
so no number crunching like in real 3d scenes. only for collsions
and prespective translation some math is needed. all other perspective
stuff like texturing ceiling & floor and doing a perspective sky is
done with the hardware capabilities.
i'm fell more convinced to use the agb as a piece of special hardware
like the amiga then a number crunching device that it obviously is not.
regards
--
Manfred Linzner
(Project Manager)
Shin'en Multimedia
http://www.shinen.com
Tel.: ++49 (0)89 785 82 565
Fax.: ++49 (0)89 785 82 535