Disable lens actor masking as a stop-gap (#455)

This commit is contained in:
Archez
2024-05-23 08:02:29 -05:00
committed by GitHub
parent 7314531c03
commit 6bd469b54b
+8 -4
View File
@@ -2922,8 +2922,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numLensActors, Actor** lensActors
// Remnant of debug
dbgVar1 = true;
// BENTODO: Disabling the framebufer effects temporarily for lens actors until we can restore framebuffer effects
// for real
// BENTODO: Disabling the framebufer effect for lens actors until we can restore effect for real
dbgVar2 = false;
if (dbgVar1) {
@@ -2965,12 +2964,17 @@ void Actor_DrawLensActors(PlayState* play, s32 numLensActors, Actor** lensActors
}
gfxTemp = gfx;
Actor_DrawLensOverlay(&gfxTemp, play->actorCtx.lensMaskSize);
// BENTODO: Disabling actor masking until we can implement the framebuffer effect for real
// Actor_DrawLensOverlay(&gfxTemp, play->actorCtx.lensMaskSize);
gfx = Play_SetFog(play, gfxTemp);
for (i = 0, lensActor = lensActors; i < numLensActors; i++, lensActor++) {
POLY_XLU_DISP = gfx;
Actor_Draw(play, *lensActor);
// BENTODO: Since actor masking is diabled for actors that would normally
// be "hidden", we are opting to just not render them at all
if (play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) {
Actor_Draw(play, *lensActor);
}
gfx = POLY_XLU_DISP;
}