Blocked by #186 since it has the new path to the new floor texture
Closes #185
This PR properly stretches the new floor texture. I had to split up the floor since I could not figure out how to customize opengl to repeat the texture the right frequency for it to look good. It was a lot easier to just make many individual floor objects like we did before for DM highlighting.
The reason we moved back to a single floor was for performance reasons (I suspect before lighting computations were taking way too long since we were doing them for each object in the maze). This shouldn't be an issue now with deferred shading since we only compute lighting over each window pixel (not object). I've tested this on my machine and it runs fine (even as DM view). However, I'd like to get some other input on testing how well this runs.
Also I just put it as the ceiling texture as well just for now.
Blocked by #186 since it has the new path to the new floor texture
Closes #185
This PR properly stretches the new floor texture. I had to split up the floor since I could not figure out how to customize opengl to repeat the texture the right frequency for it to look good. It was a lot easier to just make many individual floor objects like we did before for DM highlighting.
The reason we moved back to a single floor was for performance reasons (I suspect before lighting computations were taking way too long since we were doing them for each object in the maze). This shouldn't be an issue now with deferred shading since we only compute lighting over each window pixel (not object). I've tested this on my machine and it runs fine (even as DM view). However, I'd like to get some other input on testing how well this runs.
Also I just put it as the ceiling texture as well just for now.