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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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@ -780,8 +780,8 @@ void ObjSwitch_DrawCrystal(ObjSwitch* this, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, this->crystalColor.r, this->crystalColor.g, this->crystalColor.b, 128);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->x1TexScroll, this->y1TexScroll, 0x20, 0x20, 1,
this->x2TexScroll, this->y2TexScroll, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->x1TexScroll, this->y1TexScroll, 0x20, 0x20,
1, this->x2TexScroll, this->y2TexScroll, 0x20, 0x20));
gSPDisplayList(POLY_OPA_DISP++, opaDLists[subType]);
CLOSE_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1533);