diff --git a/raycastlib.h b/raycastlib.h index d324aeb..33ae67b 100644 --- a/raycastlib.h +++ b/raycastlib.h @@ -20,6 +20,9 @@ - Each game square is RCL_UNITS_PER_SQUARE * RCL_UNITS_PER_SQUARE points. - Angles are in RCL_Units, 0 means pointing right (x+) and positively rotates clockwise. A full angle has RCL_UNITS_PER_SQUARE RCL_Units. + - Most things are normalized with RCL_UNITS_PER_SQUARE (sin, cos, vector + unit length, texture coordinates etc.). + - Screen coordinates are normal: [0,0] = top left, x goes right, y goes down. author: Miloslav "drummyfish" Ciz license: CC0 @@ -310,6 +313,7 @@ void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc, - floor geometry: yes, multilevel - ceiling geometry: yes (optional), multilevel - rolling door: no + - rendering order: left-to-right, not specifically ordered vertically @param cam camera whose view to render @param floorHeightFunc function that returns floor height (in RCL_Units) @@ -340,6 +344,7 @@ void RCL_render(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc, - floor geometry: no (just flat floor, with depth information) - ceiling geometry: no (just flat ceiling, with depth information) - rolling door: yes + - rendering order: left-to-right, top-to-bottom Additionally this function supports rendering rolling doors.