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#Actualyadango

Posted 05 August 2012 - 07:29 PM

so maybe something like this? Posted Image that's why the mask has to be in order...

[source lang="cpp"]// mova a0.w, r4.xtemp.x = r4.xtemp.y = r4.xtemp.z = r4.xtemp.w = r4.xa0.x = unchangeda0.y = unchangeda0.z = unchangeda0.w = temp.w// mul r4.yzw, v0.y, c0[a0.w].xxyztemp1.x = v0.ytemp1.y = v0.ytemp1.z = v0.ytemp1.w = v0.ytemp2.x = c0[a0.w].xtemp2.y = c0[a0.w].xtemp2.z = c0[a0.w].ytemp2.w = c0[a0.w].zr4.x = unchangedr4.y = temp1.y * temp2.yr4.z = temp1.z * temp2.zr4.w = temp1.w * temp2.w[/source]

#2yadango

Posted 05 August 2012 - 07:25 PM

so maybe something like this? Posted Image

[source lang="cpp"]// mova a0.w, r4.xtemp.x = r4.xtemp.y = r4.xtemp.z = r4.xtemp.w = r4.xa0.x = unchangeda0.y = unchangeda0.z = unchangeda0.w = temp.w// mul r4.yzw, v0.y, c0[a0.w].xxyztemp1.x = v0.ytemp1.y = v0.ytemp1.z = v0.ytemp1.w = v0.ytemp2.x = c0[a0.w].xtemp2.y = c0[a0.w].xtemp2.z = c0[a0.w].ytemp2.w = c0[a0.w].zr4.x = unchangedr4.y = temp1.y * temp2.yr4.z = temp1.z * temp2.zr4.w = temp1.w * temp2.w[/source]

#1yadango

Posted 05 August 2012 - 07:24 PM

so maybe something like this? Posted Image

[source lang="plain"]// mova a0.w, r4.xtemp.x = r4.xtemp.y = r4.xtemp.z = r4.xtemp.w = r4.xa0.x = unchangeda0.y = unchangeda0.z = unchangeda0.w = temp.w// mul r4.yzw, v0.y, c0[a0.w].xxyztemp1.x = v0.ytemp1.y = v0.ytemp1.z = v0.ytemp1.w = v0.ytemp2.x = c0[a0.w].xtemp2.y = c0[a0.w].xtemp2.z = c0[a0.w].ytemp2.w = c0[a0.w].zr4.x = unchangedr4.y = temp1.y * temp2.yr4.z = temp1.z * temp2.zr4.w = temp1.w * temp2.w[/source]

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