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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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@ -569,8 +569,9 @@ void EnDh_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 85, 55, 0, 130);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
(play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100, 0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * -3) % 0x80, 0, 0x20,
0x40, 1, (play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100,
0x20, 0x40));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->dirtWaveAlpha);
Matrix_Translate(0.0f, -this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);