mirror of
https://github.com/zeldaret/oot.git
synced 2025-06-08 01:21:52 +00:00
Apply suggestions from code review
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
This commit is contained in:
parent
f968f873be
commit
689706678a
2 changed files with 2 additions and 2 deletions
|
@ -226,7 +226,7 @@ void func_800BC88C(PlayState* this) {
|
|||
|
||||
/**
|
||||
* Set the environment fog, from parameters controlled by the environment system.
|
||||
* If a custom fog state is momentarily used in drawing, the environment fog is expected to be restored afterwards.
|
||||
* If a custom fog state is used at any point in drawing, the environment fog is expected to be restored afterwards.
|
||||
*/
|
||||
Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
|
||||
return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
|
||||
|
|
|
@ -858,7 +858,7 @@ Gfx gEmptyDL[] = {
|
|||
* Set fog color and range.
|
||||
*
|
||||
* At or prior to fog near, geometry is unaffected by fog. At or beyond fog far, geometry is fully fogged.
|
||||
* Between near and far the geometry color will be interpolated between the unfogged color and the supplied fog color.
|
||||
* Between near and far, rendered geometry will be blended between the unfogged color and the supplied fog color.
|
||||
*
|
||||
* Fog far should be in the range 0 to 1000 and greater than or equal to fog near. If fog near is negative everything
|
||||
* will be fully fogged. If fog near is 1000 or greater there is no fog.
|
||||
|
|
Loading…
Add table
Reference in a new issue