![]() This makes sure that they are rendered in order, so that far away walls are occluded by closer ones. The geometry of the level is divided into a binary tree, and that tree is walked down to render the scene.Īt each point in the tree there are two subtrees, and these are walked in an order that depends on the location of the player in relation to the line that divides them. Just to point out, Doom's rendering engine is not a raycaster (as Wolfenstein 3D is) - that is, it doesn't work by casting a ray for each column of the screen.
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