From 8b616a6b4845cbba0e7a2c91baed6547c3e3e8bb Mon Sep 17 00:00:00 2001 From: Dario Date: Sat, 10 Jan 2026 22:46:20 -0300 Subject: [PATCH] Update RT64 with texcoord wraparound point. --- lib/rt64 | 2 +- patches/graphics_patches.c | 3 +++ 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/lib/rt64 b/lib/rt64 index e5bce60..3dc741e 160000 --- a/lib/rt64 +++ b/lib/rt64 @@ -1 +1 @@ -Subproject commit e5bce60804089daa317659fc509b834feff5977b +Subproject commit 3dc741e35bd9676766e0807d4cd18f7e971f1432 diff --git a/patches/graphics_patches.c b/patches/graphics_patches.c index 22ed134..0006283 100644 --- a/patches/graphics_patches.c +++ b/patches/graphics_patches.c @@ -114,6 +114,9 @@ RECOMP_PATCH void game_draw(s32 arg0){ // @recomp Turn off nearclipping (i.e. turn on depth clamp) to prevent the camera from clipping through lots of geometry in ultrawide aspect ratios. gEXSetNearClipping(gfx++, FALSE); + // @recomp Set the global wrapping point for texture coordinate interpolation to 256. + gEXSetTexcoordWrapPoint(gfx++, 256 * 4, 256 * 4); + func_802E39D0(&gfx, &mtx, &vtx, getActiveFramebuffer(), arg0); // @recomp Check for graphics stack overflow