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This commit is contained in:
Miloslav Číž 2018-09-17 18:03:48 +02:00
parent 74a146a7cb
commit 42057b3b6b

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@ -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.