[Papervision3D] Spatial distance between points... and optimizing Sqrt?
joa e.
j at je2050.de
Tue Aug 28 03:25:28 PDT 2007
I tried it and of course the ByteArray stuff withou any other
calculation is already slower than 1/sqrt.
Anyways the function using some more iterations and a worse guess is not
that bad at all.
Actually the real optimized function does not make any sense for us
since we can not access the bits
of a float (for instance Number(2.123).toString(2) returns you 10 as
well...).
Building your own 4b out of a float is then one thing to run the
optimized function. But after you did the
nice tricks you have to convert that int back into a float again. The
idea is to remove some calculations :)
For me it ends here, hehe. By the way, Math.pow(x,-0.5) is also way
slower than 1/Math.sqrt(x).
Cheers
Ralph Hauwert schrieb:
> IMHO bytearray is quite slow. Many lookups will cost alot of cycles.
> Let's try and solve this without ?
>
> On 8/27/07, *Tim Knip* < tim.knip at gmail.com
> <mailto:tim.knip at gmail.com>> wrote:
>
> Yeah, with ByteArray.writeFloat we can get the 4 bytes as int.
> Trouble is other way round (later in the function), there we need the
> int to be interpreted as float :(
> Maybe its possible to do some ByteArray hacking here too, but...
> ByteArray access seems reasonably fast, but i beleive its a tat
> slower
> then normal Array access.
>
> Guess your proposed function would be better :)
>
> T
>
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> Ralph Hauwert
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