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edfed



Joined: 20 Feb 2006
Posts: 4242
Location: 2018
edfed
thanks for wow, but it's not a real good code
full of bugs

it will be the gui of my os

in the past, oses begans in text mode to finally be in graphic mode
me i start in graphic mode and after i'll use 3D mode
3d like in good reflexions games, chess 3d, sodoku 3d, etc,
a calm 3d gui, not an over exited 3d interface as they all try to make
a 3DOS
Post 23 Nov 2007, 06:54
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Dex4u



Joined: 08 Feb 2005
Posts: 1601
Location: web
Dex4u
Cool programs, they all run fine on MiniDos.
Post 23 Nov 2007, 15:05
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edfed



Joined: 20 Feb 2006
Posts: 4242
Location: 2018
edfed
really?
Smile
Post 23 Nov 2007, 22:44
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DJ Mauretto



Joined: 14 Mar 2007
Posts: 464
Location: Rome,Italy
DJ Mauretto
Hello Very Happy
I written another example about 3D with translation Wink
Have Fun!!
Post 24 Nov 2007, 13:12
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edfed



Joined: 20 Feb 2006
Posts: 4242
Location: 2018
edfed
how to use dwords as integers,
and convert integers into fp?
add integers to fp?
imul fp with integers?
idiv fp with integers?
Post 25 Nov 2007, 13:46
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DJ Mauretto



Joined: 14 Mar 2007
Posts: 464
Location: Rome,Italy
DJ Mauretto
Quote:
convert integers into fp?
Code:
 FILD [Variable]     

FPU automatic convert in float point.
Quote:
add integers to fp?
imul fp with integers?
idiv fp with integers?

Code:
 FIADD  [IntegerVariable]
 FIMUL  [IntegerVariable]
 FIDIV   [IntegerVariable]    
FPU automatic convert in float point and ADD,IMUL,IDIV Wink
Post 25 Nov 2007, 14:10
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edfed



Joined: 20 Feb 2006
Posts: 4242
Location: 2018
edfed
for exemple :
int 1000->fp 10^3
int 1->fp 1
it works?????
in this case i'll try to make fp computation in my engine.
it's in 32 bit fixed point and does have a limit that is a bug.
Post 25 Nov 2007, 14:27
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DJ Mauretto



Joined: 14 Mar 2007
Posts: 464
Location: Rome,Italy
DJ Mauretto
Please post some code or some formula,
i show you an example computation with FPU Wink
Post 25 Nov 2007, 15:31
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AlexP



Joined: 14 Nov 2007
Posts: 561
Location: Out the window. Yes, that one.
AlexP
WOw.. Nice job.. Didn't even know that kind of stuff could be created in asm, but then again I have never tried any 3D graphics.. Have fun
Post 25 Nov 2007, 16:26
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bitRAKE



Joined: 21 Jul 2003
Posts: 3044
Location: vpcmipstrm
bitRAKE
Cool juggling like effect with the balls - kind of seem like they are sliding on an imaginary glass surface. Can't wait to see what you can do with more colors. Smile
Post 25 Nov 2007, 16:27
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Picnic



Joined: 05 May 2007
Posts: 1288
Location: Paradise Falls
Picnic
Great balls DJ Mauretto.
Post 25 Nov 2007, 16:33
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rhyno_dagreat



Joined: 31 Jul 2006
Posts: 487
Location: Maryland, Unol Daleithiau
rhyno_dagreat
thimis wrote:
Great balls DJ Mauretto.

I apologize for my lack of professionalism in this post, but for some reason that sounds so wrong. Lol. Twisted Evil
Post 25 Nov 2007, 17:33
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Picnic



Joined: 05 May 2007
Posts: 1288
Location: Paradise Falls
Picnic
sorry i didn't mean it that way.. Laughing
Post 25 Nov 2007, 18:39
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edfed



Joined: 20 Feb 2006
Posts: 4242
Location: 2018
edfed
dj-mauretto:
ok! look at this


Description: updated with more comments
all by me, so hard to read!

Download
Filename: 3d_prossessing.zip
Filesize: 44.83 KB
Downloaded: 135 Time(s)

Post 25 Nov 2007, 23:49
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DJ Mauretto



Joined: 14 Mar 2007
Posts: 464
Location: Rome,Italy
DJ Mauretto
Shocked Shocked Shocked
I mean simply formula to show you use of FPU ,not whole programs Embarassed
I don't have time to look at your source
Post 26 Nov 2007, 10:48
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edfed



Joined: 20 Feb 2006
Posts: 4242
Location: 2018
edfed
hé hé the use of fpu is at 3dobject.inc
Post 26 Nov 2007, 12:29
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DJ Mauretto



Joined: 14 Mar 2007
Posts: 464
Location: Rome,Italy
DJ Mauretto
OK Confused
you first must decide if use integer or float point,then only instruction
that you need are:

Code:
FILD     [integerVariable]    ;load integer variable from memory
FLD      [floatVariable]        ;load float point variable from memory
FIMUL  [integerVariable]     ; mutiply st with integer variable in memory
FMUL   [floatVariable]         ;multiply st with float point variable in memory
FIDIV  [integerVariable]      ;divide st with integer variable in memory
FDIV   [floatVariable]          ;divide st with float point variable in memory
FSINCOS                           ;cos ST  sin ST
FIADD
FADD
FISUB
FSUB
FLDPI                              ; load constant PI
FLDZ                               ; load zero
FLD1                               ; load 1

etc...    

Note that you can work with FPU stack,with more speed
Why you don't learn some FPU stuff like this? http://www.website.masmforum.com/tutorials/fptute/index.html
Post 26 Nov 2007, 14:52
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edfed



Joined: 20 Feb 2006
Posts: 4242
Location: 2018
edfed
fsincos is based on PI?
thanks
i'll try
i need finit?
all fp instruction push / pop the fp stack; thats why i didn't use it.
Post 26 Nov 2007, 17:05
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edfed



Joined: 20 Feb 2006
Posts: 4242
Location: 2018
edfed
grrrrr it's hard to code with fpu
i never know where are my datas.
it's buggy,each time i add a fpu instruction, my program becomes more buggy.
nothing appears now!
i'll see that very later!
Post 26 Nov 2007, 17:54
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DJ Mauretto



Joined: 14 Mar 2007
Posts: 464
Location: Rome,Italy
DJ Mauretto
Quote:
fsincos is based on PI?

FSINCOS is based on Angle in radian loaded on ST
Radian = Degree*PI/180
Quote:
i need finit?

Only at start for init Coprocessor
Quote:
all fp instruction push / pop the fp stack; thats why i didn't use it.
Question
What is the problem with FPU Stack?
Post 26 Nov 2007, 17:57
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