Originally Posted by SDPhantom
You could use trapezoid-shaped texcoords to do the same thing. That would use one texture for Semlar's example instead of anywhere between a few dozen to hundreds depending on the size of the output.
Code:
texture:SetTexCoord(ULx,ULy,LLx,LLy,URx,URy,LRx,LRy)
http://wow.gamepedia.com/API_Texture_SetTexCoord
This is the function we had to use to rotate textures before they gave us texture:SetRotation() and the animation system.
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That's certainly an option as well. In that case, the first and the last hits for a particular wall, as well as which point(s) along the wall were hit, and with the distance, you could use texcoords to draw the visible portion of the wall at once.
I'll probably go over it again, once the porting is complete.