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| void Renderer::RenderWall(Vector2 v1, Vector2 v2) | |
| { | |
| // Translate input vectors into view frame | |
| v1 -= cameraPosition; | |
| v2 -= cameraPosition; | |
| // Rotate input vectors | |
| v1.Rotate(cameraRotation); | |
| v2.Rotate(cameraRotation); |
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| void Renderer::RenderWall(Vector2 v1, Vector2 v2) | |
| { | |
| // Translate input vectors into view frame | |
| v1 -= cameraPosition; | |
| v2 -= cameraPosition; | |
| // Rotate input vectors | |
| v1.Rotate(cameraRotation); | |
| v2.Rotate(cameraRotation); |
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| void Renderer::RenderWall(Vector2 v1, Vector2 v2, TileType::e tile, double texCoord1, double texCoord2) | |
| { | |
| if (tile == TileType::None) return; | |
| static const double zClip = 0.2; | |
| static const double eps = 0.000001; | |
| uint tint = core->level->GetTileTint(TexType::Walls, tile); |
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| int main() | |
| { | |
| return 0; | |
| } |
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