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Fix texturing

This commit is contained in:
Miloslav Číž 2018-09-11 12:46:47 +02:00
parent 0e7e756243
commit 6c8351f145

View file

@ -753,10 +753,9 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
int_maybe32_t z2Screen = _middleRow - perspectiveScale(
(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
int_maybe32_t wallScreenHeightNoClamp = z2Screen - z1ScreenNoClamp;
wallScreenHeightNoClamp = wallScreenHeightNoClamp != 0 ?
wallScreenHeightNoClamp : 1;
int_maybe32_t wallScreenHeightNoClamp = z1ScreenNoClamp - z2Screen + 1;
wallScreenHeightNoClamp = wallScreenHeightNoClamp == 0 ? 1 :
wallScreenHeightNoClamp;
z2Screen = clamp(z2Screen,0,_camResYLimit);
z2Screen = z2Screen > y2 ? z2Screen : y2;
@ -856,7 +855,7 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
p.hit = hit;
if (_computeTextureCoords)
p.textureCoordY = UNITS_PER_SQUARE - 1 -((i - z1ScreenNoClamp) *
p.textureCoordY = UNITS_PER_SQUARE - 1 - ((z1ScreenNoClamp - i) *
UNITS_PER_SQUARE) / wallScreenHeightNoClamp;
_pixelFunction(p);