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2021-10-18Working on correct verts then horizs then... ordering and edge casestslil clingman
2021-10-07Variable height ceilings!tslil clingman
Plus bonus graphical artefacts around the edges of such! In the end the majority of this code was rather easy: take the upwards floor drawing code and reflect it. However, there were many edge-cases and plenty of off-by-one pixels and rounding issues that didn't quite work the same way going down as they do going up. Also the object drawing code used to take advantage of the fact that the z-buffer was painted bottom-up only, so that required change too.
2021-09-10Improved vertical wall texture tilingtslil clingman
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!
2021-09-01Scale the projection plane to the screen correctlytslil clingman
Also bumped up the textures to 32x32
2021-09-01Inittslil clingman