Electricgryphon, I just ran out of steam last night. :)
After determining the clipping point I only need to take the fractional part of the subordinate axis to find the column of the texture and blit it in :)
It's kind of ridiculous how short this code is. I need to refactor it a bit (semantic compression to deduplicate the two axis cursors) but the ray-cast part is less than 50 lines. Less than 35 soon, i hope :)
After I'm done with this I might write a doom-like raycaster, or a voxel renderer.
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