#include "cube3d.h" void raycast(t_game *game, t_rcast *rcast) { t_vec ray; rcast->ray_nb = 0; while (rcast->ray_nb <= rcast->screen_def) { ray_intersect(game, rcast, &ray); // tmp, to draw the map draw_line(game, ray, 0x00FF00FF); // tmp end // draw_column(); (rcast->ray_nb)++; } }