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Old 10th June 2003, 00:40   #81
dirkdeftly
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yes. if p doesn't equal any number that you've assigned it to then you're multiplying everything by 0.

and if you know how to use the edit button...why did you double post like that...

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Old 10th June 2003, 01:28   #82
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Atero:
Quote:
if(a,b,c) calculates b and c regardless of a, is this:
x=p1x*equal(p,1)+p2x*equal(p,2)...
Not really sure about this. A multiplication is a much bigger hit than an addition. The only thing that might even things out is that this way, you avoid jumps (depending on how equal() is implemented) which means no instruction-cache clear required. But I'm not really sure how it works on a P4/Athlon these days, they resemble a standard Pentium about as much as a Formula1 racer resembles the first car.

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Old 10th June 2003, 05:12   #83
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well, ehm, since when is an if statement a smaller hit than a multiplication? and since when was the if(...,if(...,if(...))) structure using lots of additions?

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Old 10th June 2003, 08:23   #84
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Till now Atero's method works just fine

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Old 10th June 2003, 21:45   #85
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pwnt.

i've been meaning to ask, does avs automatically use bitshifting in the case of division/multiplication by powers of two?

and i know unconed's going to say "omfg omfg the code and the cpu are in seperate hemispheres of the grand universe and it really doesn't matter in the long run because you can't run in outer space" or something like that...
<edit> hmm...sounds like a smash mouth song, or something like that...


<edit2> Just remembered - I was working on my infamous comcrack with 32 megs of ram, and was testing to see if using Clear Every Frame was at all a speedup (since theoretically it would relenquish the memory used to save the image for other purposes). It turns out it's exactly the opposite. I turned on Clear Every Frame in Main and it dragged my preset by about 8 fps.
The moral of the story: Remember to check whether you need Clear Every Frame on when optimizing presets.

"guilt is the cause of more disauders
than history's most obscene marorders" --E. E. Cummings

Last edited by dirkdeftly; 10th June 2003 at 22:05.
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Old 29th June 2003, 10:23   #86
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Sorry for reviving this topic again, though I found it better to post here than to start a new topic. I was wondering if 3D DM bases are much different than the scopes (at least the technical part). For I now have a very nice SSC 3D base thanks to you guys, and now I was thinking about making a DM 3D base as well. I don't come much further than a surface, which I learned by plucking the most simple code for it written by Tuggummi:

code:

d=d/(y*2.2+3)



Can anyone please explain me some basics? Thanks in advance.

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Old 29th June 2003, 10:43   #87
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search.

the.

(friggin.)

forums.



and it's a sticky, how are you reviving it?

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Old 29th June 2003, 10:49   #88
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This is a sticky? Lol, not over here.

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Old 29th June 2003, 20:23   #89
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Umm...err...uhh...WELL UR COMPOOTER MUST BE l4m3Z0r!!11


...

anyway, imo the threads should be merged.../me pokes rova

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Old 30th June 2003, 03:38   #90
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wow. great topic
OK down to business. I still don't entirely understand what exactly the variable "i" is in SCCs. I know it has something to do with lines but my knowledge stops there. this is probably some Trig thing Im gonna have to learn when school starts right? well... its making my head explode bye bye
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Old 30th June 2003, 03:45   #91
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It isn't sticky Atero. It probably should be, and the other tips and tricks is, but this one is not.

As to the meaning of i, look in the website thread. Annibus wrote a nice varible tutorial and posted it there. Tgere's also atreo's primer, and countless other stuff listed in the sticky FAQ.

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Old 2nd July 2003, 21:43   #92
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In short:

i is a constant number for every pixel from 0 to 1. For everyone n there is an i. For example:when you set n=5 in init, i will be 0 0.25 0.5 0.75 and 1. This way, you won't have to type coords for every point but you can make one formula for the shape you want.

Example:

a circle requires a lot of point to really look like a circle and not some shape with a shitload of corners which has the look of a circle. You wouldn't want to type all those damn coords for it (undoable job anyways), so you use i. You set n to 500, which means there are 500 point calculated on your nice circle:

x=sin(i*tpi);
y=cos(i*tpi);

tpi is two times pi ( tpi=acos(-1)*2 ). the sin and cos together with tpi calculate the points on the circle.

My english isn't good enough to explain it as good as in my native language (dutch) to you, but I hope it helped. At least to make you see it aint nothing difficult to use, and doesn't require any more math than the really basics which are required to write scopes.

Good luck on SSC's,

Deamon

[edit]
maybe good to put some good version of this on webbie?
[/edit]

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Old 7th July 2003, 16:59   #93
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Don't use additive blend. Use 50/50 blend + a fast brightness. It's the same thing in about 90% of the causes, but faster.
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Old 7th July 2003, 19:30   #94
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runar, you're on crack. the calculation for (50/50 blend)*2 is ((a+b)*0.5)*2, whereas additive is simply a+b. that method not only reduces color depth by 50% but it also nicks about 0.3 fps on my comp (went from ~28.4 to ~28.1 using tuggummi's golden age preset as a benchmark)

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Old 7th July 2003, 21:34   #95
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Heh. You can post as much mathematical nerd crap you want.
However, I do not see how you claim that the attached preset doesn't prove me right.
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Old 7th July 2003, 21:37   #96
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Here we go.. I hope you have WinRAR.
Attached Files
File Type: rar runar - additive vs 50-50.rar (473 Bytes, 134 views)
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Old 7th July 2003, 21:46   #97
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Press in the future.

Effect list two was twice as fast (64 opposed to 32), so, you just proved yourself wrong.

Additive is obviously faster than 50/50 + Fast Brite. As Atero said, you are just cancelling out the *.5 and *2.

[edit]
I think that you forgot to disable the first effect list before enabling the second one.
[/edit]

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Old 7th July 2003, 21:55   #98
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Right, I give up, my computer must be seriously fucked, because here, effect list 1 is, as I stated, 25 FPS faster (55 contra 30).
I am indeed sorry, I see that I wet my pants.

And the Edit-function doesn't allow attachments
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Old 7th July 2003, 21:57   #99
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you are forgiven

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Old 7th July 2003, 22:14   #100
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Thank you!
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