游戏开发论坛

 找回密码
 立即注册
搜索
查看: 1228|回复: 1

请翻译一下这段英文,谢谢!

[复制链接]

106

主题

743

帖子

745

积分

高级会员

Rank: 4

积分
745
QQ
发表于 2006-11-3 20:08:00 | 显示全部楼层 |阅读模式
Syntax
sincos dst, src0, src1, src2

where

dst is the destination register. Should be a temporary register.
src0 is a source register that provides the input angle. The angle must be within [-Pi, +Pi].
src1 is a source register. Must be a constant register. For ps_3_0 or above, this parameter is not strictly needed, as the component values are provided.
src2 is a source register. Must be a constant register. For ps_3_0 or above, this parameter is not strictly needed, as the component values are provided.

Source register rules:

src0.w is an angle measured in radians between -Pi and +Pi.
src1 = (-1.0f/(7!*128), -1.0f/(6!*64), 1/(4!*16), 1/(5!*32) ).
src2 = (-1.0f/(3!*8), -1.0f/(2!*8), 1, 0.5f).
These values are defined in the following macros: D3DSINCOSCONST1 and D3DSINCOSCONST2.

Destination register rules:

dest.x = cos(src1.selected_channel), dest.y = sin(src1.selected_channel), dest.z is undefined after the instruction.
dest should not be the same register as src1.
Only .x and .y are allowed to be in the destination write mask.
The maximum absolute error is 0.002.

This is a macro instruction, which takes eight instruction slots.

If application wants to compute sincos for an arbitrary angle, then the angle could be mapped to the range -Pi to +Pi by using the following macro (r0.x holds the original angle).

106

主题

743

帖子

745

积分

高级会员

Rank: 4

积分
745
QQ
 楼主| 发表于 2006-11-4 10:23:00 | 显示全部楼层

Re:请翻译一下这段英文,谢谢!

已解决。
您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

作品发布|文章投稿|广告合作|关于本站|游戏开发论坛 ( 闽ICP备17032699号-3 )

GMT+8, 2026-1-25 19:26

Powered by Discuz! X3.4

Copyright © 2001-2021, Tencent Cloud.

快速回复 返回顶部 返回列表