Christoph Oelckers
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d0f38d7362
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- wall sprite WIP.
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2021-03-27 13:22:34 +01:00 |
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Christoph Oelckers
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1dfb2672a8
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- flat sprite rendering!
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2021-03-26 20:28:44 +01:00 |
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Christoph Oelckers
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022edd2dc2
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- cleaned engine.cpp off all code exclusive to the Polymost renderer.
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2021-03-24 19:45:42 +01:00 |
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Christoph Oelckers
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d42ce0ee7e
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- WIP
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2021-03-20 23:01:16 +01:00 |
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Christoph Oelckers
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91957e40f1
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- moved some original Raze code out if the Build folder.
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2021-03-20 17:08:55 +01:00 |
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Christoph Oelckers
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30f4e2b29d
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- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
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2021-03-20 16:20:48 +01:00 |
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Christoph Oelckers
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3df5c440f9
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- added some helpers to make it easier to determine if a sector's geometry has been altered.
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
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2021-03-19 23:18:09 +01:00 |
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Christoph Oelckers
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7dd5b508c8
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- flat rendering WIP.
Still buggy triangulation and no texture alignment, but it renders something.
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2021-03-18 21:50:02 +01:00 |
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Christoph Oelckers
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c4b3523f05
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- moving utilities to more appropriate places.
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2021-03-18 12:49:33 +01:00 |
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Christoph Oelckers
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e9dd1c104b
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- started adding the draw list code from GZDoom.
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2021-03-18 10:19:13 +01:00 |
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Mitchell Richters
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cff97c9cf3
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- calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
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2021-02-18 21:47:39 +11:00 |
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Mitchell Richters
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ba57429ac6
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- Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
* Based off SW's implementation.
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2021-02-18 21:47:37 +11:00 |
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