Path: chuka.playstation.co.uk!news From: Kev Newsgroups: scee.yaroze.programming.libraries Subject: Re: FP calculation speed. Date: Thu, 17 Apr 1997 13:18:29 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 15 Message-ID: <33561515.15E9@geocities.com> References: <01bc4b05$545e09e0$02018484@chrisa> NNTP-Posting-Host: mango.ferndown.ate.slb.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (X11; I; SunOS 5.3 sun4m) Chris Allmark wrote: > Does the use of functions such as SIN(), COS() etc. have a dramatic effect > on speed. I am messing arround with a sprite routine which performs > 1000xSIN() and 1000xCOS() calculations for each of 1000 sprites during the > GsSortSprite() bit and I seem to be achieving around 1 frame per second > (wow.). I disabled the SIN & COS calcs and it flew. I am goind to > pre-calculate the data into an array - but should I have to do that ? Yep! It's pretty standard (or *very* standard) in 3D graphics to precalculate sin/cos and other tables for speed purposes. Kev. -- Check out the Java K3D applet on: http://www.geocities.com/SiliconValley/Pines/7428