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| author | tslil clingman <> | 2021-09-05 11:43:38 -0400 |
|---|---|---|
| committer | tslil clingman <> | 2021-09-05 11:43:38 -0400 |
| commit | b1086c978996e522f133b4c6bdc59c95016eec0a (patch) | |
| tree | 887eea5fb8f49beb8aeee408cc283f91cf70dd53 /src/sfml/window/keyboard.zig | |
| parent | f45ce44d41930391354c5086a833d63e8791c0bd (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!
Diffstat (limited to 'src/sfml/window/keyboard.zig')
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