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Sphere16
MeshHeaderCullEntry.bounds
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2 changed files with 6 additions and 7 deletions
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@ -128,8 +128,7 @@ typedef struct {
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} MeshHeaderPrerenderMulti; // size = 0x10
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typedef struct {
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/* 0x00 */ Vec3s pos;
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/* 0x06 */ s16 radius;
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/* 0x00 */ Sphere16 bounds;
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/* 0x08 */ Gfx* opa;
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/* 0x0C */ Gfx* xlu;
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} MeshHeaderCullEntry; // size = 0x10
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@ -135,16 +135,16 @@ void Room_DrawCullMeshes(PlayState* play, Room* room, u32 flags) {
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for (i = 0; i < meshHeaderCull->numEntries; i++, meshHeaderCullEntry++) {
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// Project the entry position, to get the depth it is at.
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pos.x = meshHeaderCullEntry->pos.x;
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pos.y = meshHeaderCullEntry->pos.y;
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pos.z = meshHeaderCullEntry->pos.z;
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pos.x = meshHeaderCullEntry->bounds.center.x;
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pos.y = meshHeaderCullEntry->bounds.center.y;
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pos.z = meshHeaderCullEntry->bounds.center.z;
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &projectedPos, &projectedW);
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// If the entry isn't fully before the rendered depth range
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if (-(f32)meshHeaderCullEntry->radius < projectedPos.z) {
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if (-(f32)meshHeaderCullEntry->bounds.radius < projectedPos.z) {
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// Compute the depth at which this entry starts
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entryStartZ = projectedPos.z - meshHeaderCullEntry->radius;
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entryStartZ = projectedPos.z - meshHeaderCullEntry->bounds.radius;
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// If the entry isn't fully beyond the rendered depth range
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if (entryStartZ < play->lightCtx.fogFar) {
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