Xref: news-dnh.mv.net comp.graphics.algorithms:11007 comp.os.msdos.djgpp:2398 comp.os.msdos.programmer:14401 rec.games.programmer:29963 Path: news-dnh.mv.net!mv!news.NH.Destek.Net!news2.net99.net!news.cais.net!ringer.cs.utsa.edu!swrinde!cs.utexas.edu!news.sprintlink.net!dispatch.news.demon.net!demon!sunsite.doc.ic.ac.uk!yama.mcc.ac.uk!cs.man.ac.uk!sturmyg From: sturmyg AT cs DOT man DOT ac DOT uk (Graham Sturmy) Newsgroups: rec.games.programmer,comp.os.msdos.djgpp,comp.os.msdos.programmer,comp.graphics.algorithms Subject: Re: Fixed-point Math Library Date: 4 Oct 1995 10:14:53 GMT Organization: Dept of Computer Science, University of Manchester, U.K. Lines: 15 References: <43rf7k$cdj AT freenet3 DOT scri DOT fsu DOT edu> <44edp8$3vc AT due DOT unit DOT no> <44oi23$1gt AT alpha DOT cisi DOT unige DOT it> Nntp-Posting-Host: n6c.cs.man.ac.uk Nntp-Posting-User: 15001 To: djgpp AT sun DOT soe DOT clarkson DOT edu Dj-Gateway: from newsgroup comp.os.msdos.djgpp Just a couple of points about the previous article and the original: 1) 10240 is NOT a power of 2 (8192 or 16384 are however) 2) If you are rotating your 3D coordinates each time from the previously calculated ones then the errors will be compounded. The best thing to do is rotate and translate from a fixed (and error free original) which is never altered so the error you end up with is small and thrown away after it has been calculated. As for the speed up, as in the previous article it is much quicker to use powers of two to shift (x<<13) in C will multiply by 8192. Graham Sturmy - Undergrad, University of Manchester, U.K PS. I would like to apoligise to the person I accidentally mailed yesterday.