Fix a couple hardcoded render layers that were missed

This commit is contained in:
Arceveti
2021-08-07 21:53:16 -07:00
parent 0e8c3c9003
commit b8945d5cde

View File

@@ -594,7 +594,7 @@ static void geo_process_background(struct GraphNodeBackground *node) {
gDPSetCycleType(gfx++, G_CYC_1CYCLE);
gSPEndDisplayList(gfx++);
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(gfxStart), 0);
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(gfxStart), LAYER_FORCE);
}
if (node->fnNode.node.children != NULL) {
geo_process_node_and_siblings(node->fnNode.node.children);
@@ -762,11 +762,11 @@ static void geo_process_shadow(struct GraphNodeShadow *node) {
mtxf_to_mtx(mtx, gMatStack[gMatStackIndex]);
gMatStackFixed[gMatStackIndex] = mtx;
if (gShadowAboveWaterOrLava == TRUE) {
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), 4);
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), LAYER_ALPHA);
} else if (gMarioOnIceOrCarpet == 1 || gShadowAboveCustomWater == 1) {
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), 5);
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), LAYER_TRANSPARENT);
} else {
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), 6);
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), LAYER_TRANSPARENT_DECAL);
}
gMatStackIndex--;
}