refactor: move world concepts into engine

This commit is contained in:
Toad 2026-08-24 15:17:53 +02:00
parent eeedcb8e48
commit 2d15c7ab8d
52 changed files with 3298 additions and 1558 deletions

View file

@ -115,8 +115,8 @@ export namespace Rasterizer {
* NEAR_W) with a single Sutherland-Hodgman pass, writing the result (0, 3, or
* 4 verts) to `dst` and returning its vertex count.
*
* This matters even when standing inside the room: a wall to your side has
* vertices both in front of and behind the eye. Without clipping, the behind
* Geometry intersecting the camera plane has vertices both in front of and
* behind the eye. Without clipping, the behind
* vertices have w <= 0 and invert under the perspective divide, smearing the
* triangle across the whole screen (and risking divide-by-zero).
*/
@ -201,7 +201,7 @@ export namespace Rasterizer {
return
}
// Backface cull: a back-facing triangle has positive area here. Only for
// solid, consistently-wound meshes; sprites/room stay double-sided.
// solid, consistently-wound meshes; other materials may stay double-sided.
if (cull && area > 0) {
return
}