| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2021-09-12 | More efficient surface rendering! | tslil clingman | |
| 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? | |||
| 2021-09-09 | Added ceilings and pos_z to sprites (they can now be on the ceiling) | tslil clingman | |
| 2021-09-05 | Changed map scaling, texture indexing, finished object rendering! | tslil clingman | |
| 2021-09-04 | Working on floor casting, but it's not quite right | tslil clingman | |
| 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. | |||
