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Re: Texture U/V misunderstanding
Posted by: mikro Jan,26.2015-10:05 

hi orion,

> move.l #$0001FFFF,d0 ; U = 1 V = -1

this doesn't make sense. what would you expect to load from texture coordinate -1 if your texture is 0..1 ? What you actually demonstrated is an underflow situation -- for exactly such cases democoders use tricks like putting the same textures next to each other so when an overflow/underflow occurs, code stills reads from a sane texture location and not some garbage.

btw, the innerloop you're playing with is overkill. the classic routine to map 256x256 textures is this one:

.loop:
move.w d0,d6
move.b d1,d6
move.b (a0,d6.l),(a1)+
addx.l d2,d0
addx.l d3,d1
dbra d7,.loop








[All messages in this thread]    [Start new thread]

Topic Posted by  Date 
Texture U/V misunderstanding Orion_ Jan,24.2015-17:41
  Re: Texture U/V misunderstanding ggn Jan,24.2015-21:43
    Re: Texture U/V misunderstanding Orion_ Jan,25.2015-18:07
      Re: Texture U/V misunderstanding ggn Jan,25.2015-20:51
  Re: Texture U/V misunderstanding mikro Jan,26.2015-10:05
    Re: Texture U/V misunderstanding Orion_ Jan,26.2015-15:47
      Re: Texture U/V misunderstanding Orion_ Jan,26.2015-17:54
      Re: Texture U/V misunderstanding mikro Jan,27.2015-11:26


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