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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
This commit is contained in:
Tharo 2022-07-30 22:49:10 +01:00 committed by GitHub
parent afbc312024
commit 455321d2e8
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GPG key ID: 4AEE18F83AFDEB23
111 changed files with 695 additions and 604 deletions

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@ -484,9 +484,9 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
Matrix_Push();
gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B8118[this->actor.params]));
gSPSegment(
POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (play->gameplayFrames * -10) % 128, 32, 32));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 16, 1, 0,
(play->gameplayFrames * -10) % 128, 32, 32));
for (i = 0; i < 14; i++, mtx++) {
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Matrix_RotateZYX(this->unk_2A8[i].x, this->unk_2A8[i].y, this->unk_2A8[i].z, MTXMODE_APPLY);
@ -510,7 +510,7 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_000890);
} else {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->gameplayFrames * 2) % 128,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->gameplayFrames * 2) % 128,
(play->gameplayFrames * 2) % 128, 32, 32, 1, (play->gameplayFrames * -5) % 128,
(play->gameplayFrames * -5) % 128, 32, 32));
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 125, 100, 255);