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authorRobert Vollmert <rvollmert@gmx.net>2009-10-30 13:00:00 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-01 21:45:23 +0100
commit81392eb43b111bc23b2a7950c240494b9cf3d15d (patch)
tree214e14f3af5fb41943f1171f857c4dda2d4cd5be /crawl-ref/source/geom2d.cc
parent972124395af10024e5abc17878f92fde999e4c64 (diff)
downloadcrawl-ref-81392eb43b111bc23b2a7950c240494b9cf3d15d.tar.gz
crawl-ref-81392eb43b111bc23b2a7950c240494b9cf3d15d.zip
Remove ray antialiasing.
Previously, rays were always cut short at corners: If a ray really went like ..... @**.. ..*** ..... it was cut short (for find_ray/targetting/shooting purposes) to ..... @*... ..*** ..... Note that a wall at the removed cell would still block the given ray! This makes ray footprint length matter, so rays are sorted to prefer those that pass through fewer cells. However, this gives quite a few ugly beams, in particular around corners.
Diffstat (limited to 'crawl-ref/source/geom2d.cc')
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