On Tuesday 15 February 2005 15:57, Lourens Veen wrote: > On Tuesday 15 February 2005 18:48, Timothy Miller wrote: > > Has anyone figured out exactly how much precision we actually NEED? > > Don't think so... I'll volunteer Daniel to modify a few lines in the > software model and make a precision torture test :-). Then I'll patch > the float25 class to include a random precision reciprocal, and we > can render some pictures and compare.
At this point I'm fretting more about DDA precision than the perspective divide. I seriously doubt we'll get stable results stepping across the whole screen with 16 bit precision. I'm mulling over a couple of suggestions, short of adding more bits. The way to model the target precision is with some nasty masking on the floats, as opposed to hooking in the full approximation, so the model will still run pretty fast. We do need the option to simulate the exact operations, but for sanity's sake it should be an option. I'll make a patch if nobody beats me to it. Lourens, it's definitely cool what you're doing to save those two multipliers. I'll continue developing my straightforward version because it's, well, straightforward, and it's a good cross check. Regards, Daniel _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
