This is a demo using tline to perform 3d environment/material mapping in pico8.
Both the object and the texture are stored in sprite memory.
I'm curious why you have sine/cosine that take degree-based angles and convert to pico-8's turn-based angles. It's at a level where the conversion and wrapper overhead has little impact on performance, so I wouldn't call it a problem, but I'm still curious why you'd do it.
Fair enough. I do wish zep hadn't flipped sin() for the sake of making it match screen coordinates better, so I can totally understand a wrapper for that sake. I constantly have to remember flip the math in non-screen uses. With all of the carts out there, it's too late to change it, I guess. Might be nice if we could set a flag or something to say we want normal sin() behavior rather than screen sin() behavior.
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