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authortslil clingman <>2021-09-05 11:43:38 -0400
committertslil clingman <>2021-09-05 11:43:38 -0400
commitb1086c978996e522f133b4c6bdc59c95016eec0a (patch)
tree887eea5fb8f49beb8aeee408cc283f91cf70dd53 /src/sfml/graphics
parentf45ce44d41930391354c5086a833d63e8791c0bd (diff)
Sprite rendering skeleton!
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!
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