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Rework sloped floor/ceiling caps and the vertical render stacks - #10

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@Marzac

@Marzac Marzac commented Oct 11, 2026

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  • Rename Line to Cap {h0, slope}: plane along the ray, h0 at the camera
  • Split surfaceLine into capFloorHeight / capCeilingHeight, with a side argument so the surface beyond a wall gets its own sign of drop
  • Far-side ceiling / floor flags are now relative to the viewed side
  • Stacks start from an unbounded sentinel, camera caps offset by epsilon
  • Cases 1/2 pop a bound only when this wall is where its plane ends
  • See-through walls (Cases 3 and 4.c) push the planes beyond them

- Rename Line to Cap {h0, slope}: plane along the ray, h0 at the camera
- Split surfaceLine into capFloorHeight / capCeilingHeight, with a side
  argument so the surface beyond a wall gets its own sign of drop
- Far-side ceiling / floor flags are now relative to the viewed side
- Stacks start from an unbounded sentinel, camera caps offset by epsilon
- Cases 1/2 pop a bound only when this wall is where its plane ends
- See-through walls (Cases 3 and 4.c) push the planes beyond them

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