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Thread: Possible ancient floating point patent workaround?

  1. #1
    Join Date
    Aug 2009
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    2,264

    Default Possible ancient floating point patent workaround?

    Reading around at another populair nerd site (yes, that one), a reader posted a link to the fast inverse squire root calculation used in the Quake3 source code.

    What's so special about this calculation is that it performs a floating point calculation in an integer on a x86 by means of assembly language.

    It appears to be so ancient that it was used even before 3dfx came around. (I smell prior art)

    Now I was wondering if the same trick could somehow be used on modern GPU's...

    Link: http://www.beyond3d.com/content/articles/8/

  2. #2
    Join Date
    Aug 2009
    Posts
    2,264

    Default

    PS: it can even be tweaked to deliver up to as much as 48 decimal precision without a table and still be twice as fast as floating point.

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