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Fix various small gfx issues (#1313)
* Fix various small gfx issues * Use 0xFFFF instead of -1 for max prim depth * More fixed point numbers * scale -> texCoordScale, better cycle 2 render mode in z_title * GFXP_CHAR_* defines renamed to SPACING * Fix some gDPLoadMultiBlock uses
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afbc312024
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111 changed files with 695 additions and 604 deletions
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@ -2572,8 +2572,8 @@ void BossMo_DrawWater(BossMo* this, PlayState* play) {
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Matrix_Translate(0.0f, MO_WATER_LEVEL(play), 0.0f, MTXMODE_NEW);
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gSPSegment(POLY_XLU_DISP++, 0x0D,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->waterTex1x, (s16)this->waterTex1y, 32, 32, 1,
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(s16)this->waterTex2x, (s16)this->waterTex2y, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->waterTex1x, (s16)this->waterTex1y, 32,
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32, 1, (s16)this->waterTex2x, (s16)this->waterTex2y, 32, 32));
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gDPPipeSync(POLY_XLU_DISP++);
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@ -2603,13 +2603,13 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
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sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3, 32, 32, 1,
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sMorphaTent1->work[MO_TENT_VAR_TIMER] * -3,
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sMorphaTent1->work[MO_TENT_VAR_TIMER] * -3, 32, 32));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 5, 0, 32, 32, 1, 0,
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sMorphaTent1->work[MO_TENT_VAR_TIMER] * -10, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 5, 0,
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32, 32, 1, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * -10, 32, 32));
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Matrix_RotateX(this->work[MO_TENT_MOVE_TIMER] * 0.5f, MTXMODE_APPLY);
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Matrix_RotateZ(this->work[MO_TENT_MOVE_TIMER] * 0.8f, MTXMODE_APPLY);
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@ -2678,8 +2678,9 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
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gSPSegment(POLY_XLU_DISP++, 0x0D,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)sMorphaTent1->waterTex1x, (s16)sMorphaTent1->waterTex1y,
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32, 32, 1, (s16)sMorphaTent1->waterTex2x, (s16)sMorphaTent1->waterTex2y, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)sMorphaTent1->waterTex1x,
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(s16)sMorphaTent1->waterTex1y, 32, 32, 1, (s16)sMorphaTent1->waterTex2x,
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(s16)sMorphaTent1->waterTex2y, 32, 32));
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sp8C = this->subCamAt.x - this->subCamEye.x;
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sp88 = this->subCamAt.y - this->subCamEye.y;
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@ -2721,7 +2722,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
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void BossMo_DrawTent(Actor* thisx, PlayState* play) {
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s32 pad;
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BossMo* this = (BossMo*)thisx;
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u16 scroll;
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u16 texCoordScale;
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OPEN_DISPS(play->state.gfxCtx, "../z_boss_mo.c", 6958);
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if (1) {}
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@ -2731,12 +2732,13 @@ void BossMo_DrawTent(Actor* thisx, PlayState* play) {
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[MO_TENT_BASE_TEX1_X], this->work[MO_TENT_BASE_TEX1_Y],
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32, 32, 1, this->work[MO_TENT_BASE_TEX2_X], this->work[MO_TENT_BASE_TEX2_Y], 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[MO_TENT_BASE_TEX1_X],
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this->work[MO_TENT_BASE_TEX1_Y], 32, 32, 1, this->work[MO_TENT_BASE_TEX2_X],
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this->work[MO_TENT_BASE_TEX2_Y], 32, 32));
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gDPSetPrimColor(POLY_XLU_DISP++, 0xFF, 0xFF, 200, 255, 255, (s8)((this->baseAlpha * 12.0f) / 10.0f));
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->baseAlpha);
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scroll = (s16)(Math_SinS(this->work[MO_TENT_VAR_TIMER] * 0xB00) * 30.0f) + 350;
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gSPTexture(POLY_XLU_DISP++, scroll, scroll, 0, G_TX_RENDERTILE, G_ON);
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texCoordScale = (s16)(Math_SinS(this->work[MO_TENT_VAR_TIMER] * 0xB00) * 30.0f) + 350;
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gSPTexture(POLY_XLU_DISP++, texCoordScale, texCoordScale, 0, G_TX_RENDERTILE, G_ON);
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if (this->drawActor) {
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BossMo_DrawTentacle(this, play);
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