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math util tweaks
Will use the optimal mtxf_to_mtx func based on what's needed, has a small quirk where you notice the fog switching but that's an issue with worldscale rather than this.
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@@ -208,7 +208,7 @@ LookAt lookAt;
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#if SILHOUETTE
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#define SIL_CVG_THRESHOLD 0x3F // 32..255, 63 seems to give best results
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#define SCHWA (AA_EN | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | CVG_X_ALPHA | FORCE_BL)
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#define SCHWA (IM_RD | CLR_ON_CVG | CVG_DST_WRAP | CVG_X_ALPHA | FORCE_BL)
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#define SET_SILHOUETTE_F3D(gfx) { \
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gDPSetRenderMode( (gfx)++, (SCHWA | GBL_c1(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_1MA)), \
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(SCHWA | GBL_c2(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_1MA))); \
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@@ -515,7 +515,7 @@ static void geo_process_switch(struct GraphNodeSwitchCase *node) {
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}
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}
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static void make_roll_matrix(Mtx *mtx, s16 angle) {
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static void make_roll_matrix(Mtx *mtx, s32 angle) {
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Mat4 temp;
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mtxf_identity(temp);
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@@ -1262,7 +1262,7 @@ void geo_try_process_children(struct GraphNode *node) {
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* be iterated over.
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*/
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void geo_process_node_and_siblings(struct GraphNode *firstNode) {
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s16 iterateChildren = TRUE;
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s32 iterateChildren = TRUE;
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struct GraphNode *curGraphNode = firstNode;
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struct GraphNode *parent = curGraphNode->parent;
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