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- Hello!
-
- <FPU:
- <Slow for 3D (too high accuracy). Best where high accuracy is useful
- <together with a lot of calculations, for example in a high quality
- <raytracer. Also, floating point operations in C are best performed by
- <the FPU because C, like the FPU, uses IEEE floating point.
-
- To bad, isn┤t it:-((((
-
- <Blitter:
- <Does one thing (and, on the Falcon, not too well): Copies data from
- <one memory address to another, with the option of doing some shifts
- <and stuff while doing it. For some strange reasong, there are problems
- <blitting directly from the DSP host port.
-
- Why chould you blitt, via the dsp host port?? About copying data I┤m
- sure it can be used at the same way that the blitter on STE. So it
- can handle the memory and graphics data and then blitt them out to
- the screen. I know STE:s blitter was a mess to program, but there are
- many good examples in demos (one of our old ones did) and in games
- that uses the blitter to "offload" the main processor of heavier
- work, like for instance helping out with the sprites... and I do know
- a few games on the falcon that uses the blitter to move the sprites(
- Double Bouble 2000, Tecnoball and so on..), so I do think that you
- can use the blitter for some good reasons in BM.
- Kill me if I┤m wrong:-))
-
- Cheers,
-
- Sebbe Gustin
-
-