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Textures are MUCH harder
well, the trickiest part is finding your offset in the picture in the first place, and then scaling the image (Assuming that your writing this for a TI and you are writing your own scale function)
Ah, you did your casting that way. I was writing mine in java, so i was a bit lazy and just incremented the ray by .02*Unit Vector every time. Unfortunately that menas it didn't get the exact intersection at the wall, and so both the x offset and the y offset were large enough so that it got confused between the two.Your way is a lot better, but after programing in TI basic for a while, i was a bit overwhelmed with the speed"You mean I can cast 300 rays, do 3000 trig functions, increment each ray thousands of times, and still get 60 frames per second!?!?!?"