| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2021-10-27 | Update SFML wrapper | tslil clingman | |
| 2021-10-25 | Mouse look! | tslil clingman | |
| 2021-10-25 | Corrected bug in colour blending, chose black instead of transparent | tslil clingman | |
| 2021-10-22 | Specialise layers to be either lists of vertices or squares | tslil clingman | |
| 2021-10-19 | Fix literal corner case | tslil clingman | |
| 2021-10-18 | Working on correct verts then horizs then... ordering and edge cases | tslil clingman | |
| 2021-10-17 | Sprinkling the magic of FOV_SCALE from the camera matrix ... works? | tslil clingman | |
| What is going on here? Indeed this eliminated another rendering issue. | |||
| 2021-10-17 | Additional bug fix | tslil clingman | |
| Essentially highest_drawn should be monotonic between squares, the only time we should allow ourselves to draw below this is in the special case of drawing a vertical portion over the horizontal portion of a previous layer in the same square. | |||
| 2021-10-17 | A stray -1. Next issue: horizontal doesn't meet vertical on barrels? | tslil clingman | |
| 2021-10-17 | Still z_buffer issues, what is happening | tslil clingman | |
| 2021-10-17 | Well, it's not quite right, but this is the general direction | tslil clingman | |
| 2021-10-17 | Texture scaling | tslil clingman | |
| 2021-10-15 | Well, there's no reason not to do this ... Multiple polygon layers! | tslil clingman | |
| 2021-10-15 | Minor tweak | tslil clingman | |
| 2021-10-14 | Texture mapping! | tslil clingman | |
| We already calculate almost everything we need if we want to map textures per line segment v[i]->v[i+1] for v the list of vertices per cell. | |||
| 2021-10-13 | Polygonal walls! | tslil clingman | |
| It was essentially working before, just some indexing bug. | |||
| 2021-10-12 | It almost works, but for some reason everything only has 3 sides...? | tslil clingman | |
| 2021-10-12 | Merge branch 'main' into polygon_walls | tslil clingman | |
| 2021-10-12 | More texture bugs, hoorahHEADmain | tslil clingman | |
| Might as well also compute texel_y directly like texel_x for objects and skip a multiplication in favour of addition | |||
| 2021-10-12 | No need to recalculate the index inside each loop | tslil clingman | |
| Here's hoping Zig is smart enough (TM) to constant-ify all of these @floatToInt(type, PlaneXXX) values. | |||
| 2021-10-11 | Fix many texture bugs, access memory in increasing order everywhere | tslil clingman | |
| - switch z_buffer to use screen space coordinates (why does y increase downward!) - extract pointless (re)calculations from inside hot loops, in particular from object drawing but also to the extent allowed by applicable law from floor and ceiling drawing | |||
| 2021-10-10 | Untested first mock up of polygon intersection in square | tslil clingman | |
| 2021-10-10 | Refactor: extract rendering code from Player struct into Renderer | tslil clingman | |
| Some bonus off by ones and rounding corrections | |||
