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<title>zirc/floors.png, branch main</title>
<subtitle>Zig raycaster fun</subtitle>
<id>https://git.l-3.space/zirc/atom/floors.png?h=main</id>
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<updated>2021-09-12T04:17:24Z</updated>
<entry>
<title>More efficient surface rendering!</title>
<updated>2021-09-12T04:17:24Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-12T04:17:24Z</published>
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<content type='text'>
Now, outside of sprites, every pixel on the screen is draw at most
once. Hoorah. Unfortunately things still seem to be a little slow,
perhaps its the z_buffer access or the fact that vertical floor slice
drawing is bad?
</content>
</entry>
<entry>
<title>Added ceilings and pos_z to sprites (they can now be on the ceiling)</title>
<updated>2021-09-10T03:29:10Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-10T03:18:56Z</published>
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<entry>
<title>Changed map scaling, texture indexing, finished object rendering!</title>
<updated>2021-09-06T00:45:43Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-06T00:45:43Z</published>
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<entry>
<title>Working on floor casting, but it's not quite right</title>
<updated>2021-09-04T15:36:32Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-04T01:09:07Z</published>
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<content type='text'>
The way floors are currently rendered the textures will always
appear ``under'' the walls. This is not intended for shorter walls,
the floor should be atop them.

I might be able to fix this by switching to vertical scan-line
rendering of floors -- although i understand that that is less
efficient -- and doing this at the same time as wall rendering.
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</entry>
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