| Age | Commit message (Collapse) | Author |
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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?
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But it's very inefficient right now
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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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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.
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Also bumped up the textures to 32x32
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