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<title>zirc/walls.png, branch polygon_walls</title>
<subtitle>Zig raycaster fun</subtitle>
<id>https://git.l-3.space/zirc/atom/walls.png?h=polygon_walls</id>
<link rel='self' href='https://git.l-3.space/zirc/atom/walls.png?h=polygon_walls'/>
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<updated>2021-10-19T01:31:24Z</updated>
<entry>
<title>Working on correct verts then horizs then... ordering and edge cases</title>
<updated>2021-10-19T01:31:24Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-19T01:31:24Z</published>
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<id>urn:sha1:d69b55246c129ee676377117ecc621e3f7fe23da</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Variable height ceilings!</title>
<updated>2021-10-07T15:33:36Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-07T15:25:09Z</published>
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<id>urn:sha1:d4f2376bb0ea219b79dac3f4f37b77342ca6ef4a</id>
<content type='text'>
Plus bonus graphical artefacts around the edges of such! In the end
the majority of this code was rather easy: take the upwards floor
drawing code and reflect it.

However, there were many edge-cases and plenty of off-by-one pixels
and rounding issues that didn't quite work the same way going down as
they do going up. Also the object drawing code used to take advantage
of the fact that the z-buffer was painted bottom-up only, so that
required change too.
</content>
</entry>
<entry>
<title>Improved vertical wall texture tiling</title>
<updated>2021-09-10T21:05:47Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-10T21:05:47Z</published>
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</content>
</entry>
<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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<id>urn:sha1:e95d2bd264df2682f05db4a5873594af52a7583a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Sprite rendering skeleton!</title>
<updated>2021-09-05T15:43:38Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-05T15:43:38Z</published>
<link rel='alternate' type='text/html' href='https://git.l-3.space/zirc/commit/?id=b1086c978996e522f133b4c6bdc59c95016eec0a'/>
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<content type='text'>
Except that i'm not satisfied. It would appear that we're computing
various distances more-or-less exactly in the sprite rendering
process, but this is at odds with the walls and floors which -- by
virtue of the linear interpolation garbage -- don't agree about where
things are.

The net result is that there are at least two fudge factors:
- to account to for the incorrect height of the floors i shift the
sprites up by 0.2
- to account for the incorrect wall distances i add 1 to the z_buffer
comparison

These fudges are ugly and empirical.

Still to do: for more than one object we have to sort by distance first!
</content>
</entry>
<entry>
<title>Scale the projection plane to the screen correctly</title>
<updated>2021-09-01T19:54:03Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-01T19:48:09Z</published>
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<id>urn:sha1:de255063b234871021da004d32964e25d549d3e4</id>
<content type='text'>
Also bumped up the textures to 32x32
</content>
</entry>
<entry>
<title>Init</title>
<updated>2021-09-01T16:59:50Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-01T16:59:50Z</published>
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</content>
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