Textures were suprisingly trivial with the plane intersection code hashed out
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11
src/main.cpp
11
src/main.cpp
@@ -124,11 +124,18 @@ int main() {
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// *links* the lights to the GPU
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raycaster->assign_lights(&light_vec);
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// Load in the spritesheet texture
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sf::Texture spritesheet;
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spritesheet.loadFromFile("../assets/textures/minecraft_tiles.png");
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spritesheet.getNativeHandle();
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raycaster->create_texture_atlas(&spritesheet, sf::Vector2i(16, 16));
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// Checks to see if proper data was uploaded, then sets the kernel args
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// ALL DATA LOADING MUST BE FINISHED
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raycaster->validate();
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// ========== DEBUG ==========
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fps_counter fps;
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