diff options
| author | tslil clingman <> | 2021-09-03 21:09:07 -0400 |
|---|---|---|
| committer | tslil clingman <> | 2021-09-04 11:36:32 -0400 |
| commit | e4baa0810748bd3de93d1eaf216288ad67a86295 (patch) | |
| tree | 7f1117a7dd5299cffbeb98a3bfea28073c7d83a2 /src/sfml/system/Clock.zig | |
| parent | de255063b234871021da004d32964e25d549d3e4 (diff) | |
Working on floor casting, but it's not quite right
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.
Diffstat (limited to 'src/sfml/system/Clock.zig')
0 files changed, 0 insertions, 0 deletions
