Sprite projection fixes
- May 20, 2020
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Monster Iestyn authored702a7041
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- May 19, 2020
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Monster Iestyn authored
on second thought maybe we don't need extra tx clamping, it turns out to be more effort than it's worth (at least for now) meanwhile, let's move x/yscale calculations down since we don't actually need them until later on
c3d57605 -
Monster Iestyn authored
this makes it so that higher fov values can actually let you see all the sprites that should be in the view
65d6b04f -
Monster Iestyn authored35e5d673
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Monster Iestyn authored12e10941
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Monster Iestyn authored
added basic culling of papersprites if tx for either is too large, proper clamping to be added later also removed some commented out old code
1a790235 -
Monster Iestyn authored
it always bothered me that "rot" was used for both of the above, since it confused me as to what it was for every time I look at this function
c8320b6c -
Monster Iestyn authored
also add a few comments to explain what tx/tz are
dd426827
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