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I was actually trying to find it - there were lots of .txt files published back then - and there was one about texture mapping from 1992... 1994? - and it explained swizzling and why it was efficient with caches.


Now I remember - back then these texture mappers were called roto zoomers, Alex Champandard did excellent series here ->

https://www.flipcode.com/archives/The_Art_of_Demomaking-Issu... - look for zip file with the source code.

I've also found Go version (and there were 2 java ones)

https://github.com/search?q=BlockTextureScreen

So it's not as neat as swizzling (quickly looking at it) - but essentially same goal - keep pixels that have to be drawn together at close (e.g. blocks). Mipmapping helps too, as then you don't "skip" too many pixels - and you both gain better quality and less cache misses.


You might be thinking of the article written by Pascal of Cubic Team. I think the archive is called pasroto.zip and it explained why rotozoomer performance would tank when the texture was rotated by 90 degrees (since you're stepping in the Y direction and blowing out your cache for every pixel). Really interesting at the time.


fatmap.txt discusses tiled textures a bit https://hornet.org/code/3d/trifill/texmap/fatmap.txt


I think that's what I was looking at, and read back then - it was only txt files :)


Oh I just realised who I’m talking to haha! I’m Sam from shg!


Holy!!!! hahahaha - cheers!




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