On Mar 25, 2006, at 5:49 PM, Frank Condello wrote:
On 25-Mar-06, at 5:26 PM, Mike Woodworth wrote:
On Mar 25, 2006, at 5:06 PM, Frank Condello wrote:
...
VecAdd, VecSub, and VecMult (vec*scalar) methods would be enough
to be useful, but more exotic combinations (VecAddMult) and
Matrix methods (VecMultMat4x4) plus Double precision versions
(VecAddD) would help flesh it out ;)
...
well, i've done exactly this for mac osx.
Awesome! Payware? Freeware? Open source?
as industrious a capitalist as i am... even i cant justify charging
for single line declares that wrap apple's hard work :) besides,
showing up those people who bitch about how slow RB is compared to C
will be payment enough.
does anyone have a simple test doing this the old scalar way that
they can send me? i'll shoe horn my vdsp classes in, and we can
get some quantifiable numbers. prefereably some simple example
where we can compare fps between the two methods. (i'm not up
enough on rb3d to do this, otherwise i might take a crack at it,
but i'd love to show you guys what i've been doing with veclib).
Lo's animation builder may be a good test app, but I can't seem to
find a link anywhere (I'm sure he'll chime in later).
Frank.
great. lemme know Lo, and if you can point me to the methods that
are doing this, that'll make the switch even easier. I was actually
talkign to asher @ RW about how some judicious miss use of vectorized
vImage calls might speed this kinda stuff up leaps and bounds. and
there's nothing i love more than staring at shark profiles (i wish
that was sarcastic, but alas i am that geeky)
mike
--
Mike Woodworth
mike at divergentmedia dot com
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