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Re: remove Matrix stuff?: msg#00060

Subject: Re: remove Matrix stuff?
Am Montag Dezember 19 2005 22:50 schrieben Sie:
> Prakash Punnoor wrote:
> > No where else in the code matrices seem to be used, except at
> > alc_speaker.c. But here the same vector-matrix multiplication is used, so
> > this could be simplified (and thus speeded up) as well (see proposed
> > patch), and therefore Matrix stuff could be ripped out of the lib.
> >
> > Anyone against it? As long as nothing uses it, I don't see the point of
> > keeping it... At least we could #if 0 it for future use...
>
> IMHO, the present scheme where rotation angles and such are fed into
> the system is pretty sucky.  I think we should be more agressively
> pushing some solid matrix math in there and getting rid of the underlying
> use of Euler angles and direction vectors and such.  In most OpenGL

Well, then I suggest moving the matrix stuff out of main.c and put it into a 
seperate matrix.c including matrix.h. Then currently we just have to ignore 
it on compilation. (I will commit my change for speaker.c then.)

Furthermore I want to inline most of the vector stuff, because currently it is 
rather a wastage of speed and perhaps even a bit space (calling the function 
incl poping and pushing takes probably more space than inlining it).

Here the question is, could it be done using C99 way? Or rather use compiler 
extension, ie. the question is using inline vs _inline. As we already use 
some C99 functions, I guess using inline should be save. Or are there some 
ancient (or M$) compilers which support these C99 functions, but not the 
keyword inline in C?


For the future I think we should also implement optimized vector x matrix 
multiplication then and esp for cases with dim 3 (unroll instead of loops). 
Then future matrix use will be faster then currently.


-- 
(°=                 =°)
//\ Prakash Punnoor /\\
V_/                 \_V


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