Move texcoords to compile time
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parent
a3e5729201
commit
9bd293af66
3 changed files with 7 additions and 4 deletions
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@ -1021,7 +1021,6 @@ void draw()
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c.maxHits = 8;
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c.maxHits = 8;
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c.maxSteps = 10;
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c.maxSteps = 10;
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c.computeTextureCoords = 1;
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render(player.mCamera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c);
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render(player.mCamera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c);
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@ -25,7 +25,7 @@
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be seen at less shaky head bobbing when moving. However the latter
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be seen at less shaky head bobbing when moving. However the latter
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algorithm doesn't support rolling doors (these will be turned off). */
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algorithm doesn't support rolling doors (these will be turned off). */
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//#define NO_TEXTURES
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#define NO_TEXTURES
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/* ^ Turns off textures and only uses colors, which increases FPS. */
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/* ^ Turns off textures and only uses colors, which increases FPS. */
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//#define USE_DIST_APPROX 1
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//#define USE_DIST_APPROX 1
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@ -43,6 +43,10 @@
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/* ^ Defines how the door roll: -1 opens the door to the left, 1 to the
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/* ^ Defines how the door roll: -1 opens the door to the left, 1 to the
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right, 0 to both. */
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right, 0 to both. */
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#ifdef NO_TEXTURES
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#define COMPUTE_WALL_TEXCOORDS 0
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#endif
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#define FPS 60
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#define FPS 60
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#define HEAD_BOB_HEIGHT 200
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#define HEAD_BOB_HEIGHT 200
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#define HEAD_BOB_STEP 20
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#define HEAD_BOB_STEP 20
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@ -966,7 +970,6 @@ void draw()
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c.maxHits = 1;
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c.maxHits = 1;
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c.maxSteps = 20;
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c.maxSteps = 20;
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c.computeTextureCoords = 1;
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player.mCamera.height += player.mHeadBob;
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player.mCamera.height += player.mHeadBob;
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@ -19,6 +19,8 @@
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#define HEAD_BOB_HEIGHT 150
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#define HEAD_BOB_HEIGHT 150
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#define HEAD_BOB_STEP 20
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#define HEAD_BOB_STEP 20
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#define COMPUTE_WALL_TEXCOORDS 0 // we won't be using textures, so turn them off
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#include "general.hpp"
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#include "general.hpp"
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#define LEVEL_X_RES 29
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#define LEVEL_X_RES 29
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@ -500,7 +502,6 @@ void draw()
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c.maxHits = 6;
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c.maxHits = 6;
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c.maxSteps = 20;
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c.maxSteps = 20;
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c.computeTextureCoords = 0;
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player.mCamera.height += player.mHeadBob;
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player.mCamera.height += player.mHeadBob;
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render(player.mCamera,floorHeightAt,0,colorAt,pixelFunc,c);
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render(player.mCamera,floorHeightAt,0,colorAt,pixelFunc,c);
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