> 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.
we also dont had any accuracy problems (why should there be any? :).
Only the shift eats accuracy when the table is not big enough for
the number range.. but i think 16:16 fixed point math should do on AGB
and so the table would be just 128kb.
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Manfred Linzner
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