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doom1 texture map code

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Can anyone tell me what part of the doom1 souce code (function,loop or whatewer) is resposable for mapping textures. I am wondering about how it is done and how it is optimised for just floors and walls. (From mathematical and programing aspects.) It is too much for me to go over the whole code just to find this out. Thanks.

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I don't have the code handy, but I can tell you that it is optimized for walls by texturing in vertical scanlines (like wolf3d, but there are 2 walls, one on the top and one on the bottom). Because there's no slope and no tilt, and all walls are essentially quads (allowing them to be stored as 2d lines), there's no need for generalized triangle texture mapping.

Not sure about floors, but it may be similar in nature.

I'm sure if you google around a little you'll see a zillion explanations without having to find that exact function you seek.

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