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int ry = vyy + lodbot;
float fsize = (float)(1 << mip);
for (int ox = x; ox < xs; ox++) {
// first collect occlusion information for this block
for (int oy = y; oy < ys; oy++) {
SWS(w, ox, oy, sz)->occluded =
isoccluded(player1.o.x, player1.o.y,
(float)(ox << mip), (float)(oy << mip), fsize);
}
}
int pvx = (int)vx >> mip;
int pvy = (int)vy >> mip;
if (pvx >= 0 && pvy >= 0 && pvx < sz && pvy < sz) {
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int ry = vyy + lodbot;
float fsize = (float)(1 << mip);
for (int ox = x; ox < xs; ox++) {
// first collect occlusion information for this block
for (int oy = y; oy < ys; oy++) {
SWS(w, ox, oy, sz)->occluded =
isoccluded(player1.origin.x, player1.origin.y,
(float)(ox << mip), (float)(oy << mip), fsize);
}
}
int pvx = (int)vx >> mip;
int pvy = (int)vy >> mip;
if (pvx >= 0 && pvy >= 0 && pvx < sz && pvy < sz) {
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