// Variant on Draw() that takes fDepth and the depth buffer into account. // Pixel col is only drawn if fDepth is less than the depth buffer at that screen location (in which case the depth buffer is ...
{ 6, TYPE_FACE_WALL, 6, true , false }, // transparent, but not animated { 7, TYPE_FACE_WALL, 7, true , false }, { 8, TYPE_FACE_WALL, 8, true , false }, // portal face ...
Have you ever wondered how early 3D games achieved their illusion of depth? The answer lies in a technique called raycasting. In this article, we'll delve into the concept of raycasting and explore ...