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2021-09-05Changed map scaling, texture indexing, finished object rendering!tslil clingman
2021-09-05Sprite rendering skeleton!tslil clingman
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!