We can limit ourselves to single-texture sprites, sprites should be drawn after all walls and portals, bound by edge boundaries (maybe store reproducible instead of per-pixel?)
Always textured, most likely mipmapped generated using box filter
I might have introduced (or set free) another bug with the wall contours at steep angles, but non-mipmapped sprites are in and working. Mipmaps are officially a polish feature.
We can limit ourselves to single-texture sprites, sprites should be drawn after all walls and portals, bound by edge boundaries (maybe store reproducible instead of per-pixel?)
Always textured, most likely mipmapped generated using box filter