Re: [fpc-pascal] Calculating Pixels to represent 3D coordinates

2019-09-20 Thread Jean SUZINEAU
Tip: if you need Sin(A) and Cos(A), it can be faster to make a single call to SinCos instead of two separated calls to Sin and Cos: https://www.freepascal.org/docs-html/rtl/math/sincos.html It was efficient 20 years ago when I was developing a sky map software, may be the gain is negligible

Re: [fpc-pascal] Calculating Pixels to represent 3D coordinates

2019-09-20 Thread Thomas Young via fpc-pascal
James, are you not applying the rotation universally to all coordinates? If so, you are better off pre-calculating your directional sines and cosines. For example: TH: REAL; {ROTATIONS (in degrees) AROUND Z-AXIS BY theta, LEFTRIGHT-> turn its back to us} PHI: REAL; {ROTATIONS (in degrees)