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