Voxel engines need to maximize their use of parallelism (both threading and SIMD) and also to store the data efficiently in an octree or some other structure that can handle sparse data. If you are doing all these things and still not getting the performance you...
(xmm5 == xmm3) ;;; xmm5 = 0xFFFFFFFF; ;;; else ;;; xmm5 = 0; vmovups xmm3, [_epi32_1] ;;; xmm3 = 1 vcvtdq2ps xmm6, xmm2 ;;; xmm6 = (float)xmm2 vpaddd xmm3, xmm3, xmm2 ;;; xmm3 = 1 + (int)(0.63661977 * angle) vpand xmm2,...
(xmm5 == xmm3) ;;; xmm5 = 0xFFFFFFFF; ;;; else ;;; xmm5 = 0; vmovups xmm3, [_epi32_1] ;;; xmm3 = 1 vcvtdq2ps xmm6, xmm2 ;;; xmm6 = (float)xmm2 vpaddd xmm3, xmm3, xmm2 ;;; xmm3 = 1 + (int)(0.63661977 * angle) vpand xmm2, xmm2, [_epi32_2] ;;...
(xmm5 == xmm3) ;;; xmm5 = 0xFFFFFFFF; ;;; else ;;; xmm5 = 0; vmovups xmm3, [_epi32_1] ;;; xmm3 = 1 vcvtdq2ps xmm6, xmm2 ;;; xmm6 = (float)xmm2 vpaddd xmm3, xmm3, xmm2 ;;; xmm3 = 1 + (int)(0.63661977 * angle) vpand xmm2, xmm2, [_epi32_2] ;;...
(xmm5 == xmm3) ;;; xmm5 = 0xFFFFFFFF; ;;; else ;;; xmm5 = 0; vmovups xmm3, [_epi32_1] ;;; xmm3 = 1 vcvtdq2ps xmm6, xmm2 ;;; xmm6 = (float)xmm2 vpaddd xmm3, xmm3, xmm2 ;;; xmm3 = 1 + (int)(0.63661977 * angle) vpand xmm2, xmm2, [_epi...
Voxel engines need to maximize their use of parallelism (both threading and SIMD) and also to store the data efficiently in an octree or some other structure that can handle sparse data. If you are doing all these things and still not getting the performance you expect, it's...
Voxel engines need to maximize their use of parallelism (both threading and SIMD) and also to store the data efficiently in an octree or some other structure that can handle sparse data. If you are doing all these things and still not getting the performance you expect, it's...