From b1086c978996e522f133b4c6bdc59c95016eec0a Mon Sep 17 00:00:00 2001 From: tslil clingman <> Date: Sun, 5 Sep 2021 11:43:38 -0400 Subject: Sprite rendering skeleton! 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! --- objects.png | Bin 0 -> 302 bytes 1 file changed, 0 insertions(+), 0 deletions(-) create mode 100644 objects.png (limited to 'objects.png') diff --git a/objects.png b/objects.png new file mode 100644 index 0000000..bc33c52 Binary files /dev/null and b/objects.png differ -- cgit v1.3.1