Hi, Getting proper SIN and COS wasn't as easy as it appeared. I had to make make some changes to the fragment program code.
general FP changes: - support HHH swizzle for vector instructions. - don't copy a source to a temp when it is not XYZW swizzled, but combine the two and have the swizzle resolve any issues. (saves temps/instructions with more elaborate shader code) - Disable refcounting of temps. The temp R0 in progs/fp/tri-cos.c is freed prematurely. This should be resolved properly. - fix overflow in cnstv[]. SIN & COS: they are based on: http://www.devmaster.net/forums/showthread.php?t=5784 There is an fast and a slow(high precision) version of SIN & COS. For SIN: fast = 2 vector instructions slow = 5 vector instructions For COS: fast = 5 vector instructions + 2 scaler instructions slow = 8 vector instructions + 2 scaler instructions The fast version appears to do a fine enough job, at least with the simple test I have made. Rune Petersen ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel