In rayview.cpp::sprite_casting I can probably change $sprites to not hold SpriteTexture #42

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opened 2025-06-27 04:19:45 +00:00 by zedshaw · 1 comment
zedshaw commented 2025-06-27 04:19:45 +00:00 (Migrated from lcthw.dev)

One of the reasons I have to do weird updates is because I'm holding a copy of the SpriteTexture inside rayview, but I can probably just reference its sprite id from textures.cpp and load it each render. Most likely about the same speed and would mean no updates needed.

One of the reasons I have to do weird updates is because I'm holding a copy of the SpriteTexture inside rayview, but I can probably just reference its sprite id from textures.cpp and load it each render. Most likely about the same speed and would mean no updates needed.
zedshaw commented 2025-06-30 15:54:37 +00:00 (Migrated from lcthw.dev)

Actually, this is a dumb idea. Just update the sprites instead for now until I can sort out another way to do it.

Actually, this is a dumb idea. Just update the sprites instead for now until I can sort out another way to do it.
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Reference: games/raycaster#42
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