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Mat Stack Fix
* Implemented new lightweight CPU/RDP profiler * Added RSP profiling to the lightweight profiler * Added CPU audio to lightweight profiler * Changed lingering manual light struct definitions to gdSPDefLights1, made a dummy light for Koopa's pink shorts * Ran script to convert all light commands to lightcolor commands * Added define guards for the profiler * Wrote function for setting up global light direction in the frame * Moved camera matrix into projection stack * Corrected cameraToObject for the new matrix stack (fixes culling and sound) * Fixed billboarding with new matrix stack * Fixed shadows with new matrix stack * Fixed some areas where the game was previously extracting the camera matrix from various matrices * Restored vanilla light and env map directions under new matrix stack * Fix goddard crash * Fix geo_process_level_of_detail * Remove 'construct_float' from 'geo_process_level_of_detail' * Removed some accidentally added files * Removed unnecessary matrix multiplications in geo_process_object * Added fixlights script to build system for fixing custom assets and added option to disable it if needed * Fixed visual debug with new matstack and cleaned up visual debug code * Fixed handling of WORLD_SCALE in view matrix so it doesn't get cancelled out * Fixed clip planes not scaling based on WORLD_SCALE Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com> Co-authored-by: Arceveti <arceveti@gmail.com> Co-authored-by: thecozies <collinpferguson@gmail.com>
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@@ -1,8 +1,4 @@
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// 0x0700B4F0 - 0x0700B508
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static const Lights1 bitdw_seg7_lights_0700B4F0 = gdSPDefLights1(
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0x39, 0x6f, 0x5d,
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0x79, 0xeb, 0xc5, 0x28, 0x28, 0x28
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);
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// 0x0700B508 - 0x0700B5F8
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static const Vtx bitdw_seg7_vertex_0700B508[] = {
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@@ -73,8 +69,8 @@ static const Gfx bitdw_seg7_dl_0700B808[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, sky_09000800),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&bitdw_seg7_lights_0700B4F0.l, 1),
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gsSPLight(&bitdw_seg7_lights_0700B4F0.a, 2),
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gsSPLightColor(LIGHT_1, 0x79ebc5ff),
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gsSPLightColor(LIGHT_2, 0x396f5dff),
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gsSPVertex(bitdw_seg7_vertex_0700B508, 15, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
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gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),
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