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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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@ -246,10 +246,10 @@ void MagicFire_Draw(Actor* thisx, PlayState* play) {
G_TX_NOMIRROR | G_TX_WRAP, 6, 6, 15, G_TX_NOLOD);
gDPSetTile(POLY_XLU_DISP++, G_IM_FMT_I, G_IM_SIZ_8b, 8, 0, 1, 0, G_TX_NOMIRROR | G_TX_WRAP, 6, 14,
G_TX_NOMIRROR | G_TX_WRAP, 6, 14);
gDPSetTileSize(POLY_XLU_DISP++, 1, 0, 0, 252, 252);
gDPSetTileSize(POLY_XLU_DISP++, 1, 0, 0, 63 << 2, 63 << 2);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 512,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 512,
511 - ((gameplayFrames * 5) % 512), 64, 64, 1, (gameplayFrames * 2) % 256,
255 - ((gameplayFrames * 20) % 256), 32, 32));
gSPDisplayList(POLY_XLU_DISP++, sModelDL);