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Originally Posted by LaBodilsen
I don't see it working to well with sprites, as transparency would be different for the top and bottom half of the sprite, so you would have to evaluate each pixel individually, and plot them one at a time anyway.
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With bitmasks this wouldn't be a problem. But there are of course other issues to also consider with sprite rendering.
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also at least in Wolf3D, some sprites is only located on the bottom half of the screen (Ammo boxes, health packs etc.)
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I would definitely make a separate routine for these cases.