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These cannot be done in a simple two-pass approach, for wall sprites attached to walls it requires doing the two passes per wall to ensure proper depth buffer coverage. |
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.. | ||
scene | ||
hw_entrypoint.cpp | ||
hw_models.cpp | ||
hw_models.h | ||
hw_palmanager.cpp | ||
hw_palmanager.h | ||
hw_sections.cpp | ||
hw_sections.h | ||
hw_vertexmap.cpp | ||
hw_vertexmap.h | ||
hw_voxels.cpp | ||
hw_voxels.h | ||
render.h |