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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);
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);
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);
int main()
{
return 0;
}