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Cleanup gSPMatrix, rename Matrix_New -> Matrix_Finalize, add MATRIX_FINALIZE_AND_LOAD (#1983)

* clean up gSPMatrix usage

* add weird hybrid macro gSPMATRIX_SET_NEW

* Matrix_NewMtx, MATRIX_NEW -> Matrix_Finalize, MATRIX_FINALIZE

* gSPMATRIX_SET_NEW -> MATRIX_FINALIZE_AND_LOAD

* format
This commit is contained in:
Dragorn421 2024-09-11 09:59:23 +02:00 committed by GitHub
parent 2e79b83bb8
commit 5441559b30
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GPG key ID: B5690EEEBB952194
268 changed files with 702 additions and 1272 deletions

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@ -771,8 +771,7 @@ void ObjSwitch_DrawEye(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1459);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_switch.c", 1462),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_obj_switch.c", 1462);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[subType][this->eyeTexIndex]));
gSPDisplayList(POLY_OPA_DISP++, eyeSwitchDLs[subType]);
@ -803,8 +802,7 @@ void ObjSwitch_DrawCrystal(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1494);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_switch.c", 1497),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_obj_switch.c", 1497);
gSPDisplayList(POLY_XLU_DISP++, xluDLists[subType]);
CLOSE_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1502);
@ -812,8 +810,7 @@ void ObjSwitch_DrawCrystal(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1507);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_switch.c", 1511),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_obj_switch.c", 1511);
if (subType == OBJSWITCH_SUBTYPE_TOGGLE) {
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(this->crystalSubtype1texture));