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https://github.com/HackerN64/F3DEX3.git
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@@ -143,9 +143,9 @@ but is not necessary if you are not using it.
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the RSP with `SPCameraWorld`. For OoT, this is not trivial because the game
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rendering creates and sets the view matrix in the main DL, then renders the
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game contents, then updates the camera, and finally retroactively modifies the
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view matrix at the beginning of the main DL. See the code in `docs/Code/Camera.md`.
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view matrix at the beginning of the main DL. See the code in @ref camera.
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- For specular lighting: Set the `size` field of any `Light_t` and `PosLight_t`
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to an appropriate value based on the game engine parameters for that light.
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- For the occlusion plane: Bring the code from `cpu/occlusionplane.c` into your
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game and follow the included instructions.
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- For the performance counters: See `docs/Code/Counters.md`.
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- For the performance counters: See @ref counters.
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@@ -1,5 +1,6 @@
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# Code
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You can find more details about camera [here](@ref Camera) and counters [here](@ref Counters).
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You can find more details about camera [here](@ref camera) and counters [here](@ref counters).
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@subpage camera
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@subpage counters
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related pages:
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- @subpage camera
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- @subpage counters
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@@ -1,14 +1,7 @@
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# Documentation
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- [Backwards Compatibility with F3DEX2](@ref compatibility)
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- [Microcode Configuration](@ref microcode)
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- [Design Tradeoffs](@ref design-tradeoffs)
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- [What happened to the clipping minimal scanlines algorithm?](@ref minimal-scanlines)
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- [Performance Results](@ref performance)
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- [Porting Your Romhack Codebase to F3DEX3](@ref porting)
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@subpage compatibility
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@subpage microcode
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@subpage design-tradeoffs
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@subpage minimal-scanlines
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@subpage performance
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@subpage porting
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- @subpage compatibility
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- @subpage microcode
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- @subpage design-tradeoffs
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- @subpage minimal-scanlines
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- @subpage performance
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- @subpage porting
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