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02-13-2001, 12:29 PM

Here's kind of a dumb quick question, I'm playing around with some vector math for my engine, and I'm seeing places where I have choices to use Trig or straight algebra....(mostly to calculate distances and vector components)

Well, here's the question: Is it generally faster and better to perform trig functions like sin and cos, or to perform square roots? (Is there any hardware acceleration involved in either of them?) I know that square roots are slow, but they may be a necessary evil in calculating distances....

Does anybody have any suggestions about this?

(Oh yeah, sorry that this isn't directly OpenGL realated)

-Thanks! http://www.opengl.org/discussion_boards/ubb/smile.gif

Well, here's the question: Is it generally faster and better to perform trig functions like sin and cos, or to perform square roots? (Is there any hardware acceleration involved in either of them?) I know that square roots are slow, but they may be a necessary evil in calculating distances....

Does anybody have any suggestions about this?

(Oh yeah, sorry that this isn't directly OpenGL realated)

-Thanks! http://www.opengl.org/discussion_boards/ubb/smile.gif