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Small texture type fix for the cannon (#696)
* Small texture type fix for transitions * Moved texture type define above other declarations
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@@ -13,6 +13,12 @@
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#include "segment2.h"
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#include "sm64.h"
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#ifdef SHARP_TRANSITION_TEXTURES
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#define TRANSITION_TEXTURE_TYPE G_IM_FMT_I
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#else
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#define TRANSITION_TEXTURE_TYPE G_IM_FMT_IA
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#endif
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u8 sTransitionFadeTimer = 0;
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u16 sTransitionTextureAngle = 0;
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@@ -23,6 +29,7 @@ void *sTextureTransitionID[] = {
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texture_transition_bowser_half,
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};
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s32 set_and_reset_transition_fade_timer(u8 transTime) {
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sTransitionFadeTimer++;
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@@ -159,21 +166,19 @@ s32 render_textured_transition(s8 transTime, struct WarpTransitionData *transDat
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#ifdef SHARP_TRANSITION_TEXTURES
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gDPSetRenderMode(gDisplayListHead++, G_RM_AA_TEX_EDGE, G_RM_AA_TEX_EDGE2);
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s32 textureType = G_IM_FMT_I;
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#else
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gDPSetRenderMode(gDisplayListHead++, G_RM_AA_XLU_SURF, G_RM_AA_XLU_SURF2);
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s32 textureType = G_IM_FMT_IA;
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#endif
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gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP);
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switch (transTexType) {
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case TRANS_TYPE_MIRROR:
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gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], textureType, G_IM_SIZ_8b, 32, 64, 0,
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gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], TRANSITION_TEXTURE_TYPE, G_IM_SIZ_8b, 32, 64, 0,
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G_TX_WRAP | G_TX_MIRROR, G_TX_WRAP | G_TX_MIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD);
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break;
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case TRANS_TYPE_CLAMP:
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gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], textureType, G_IM_SIZ_8b, 64, 64, 0,
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gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], TRANSITION_TEXTURE_TYPE, G_IM_SIZ_8b, 64, 64, 0,
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G_TX_CLAMP, G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
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break;
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}
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@@ -320,7 +325,7 @@ Gfx *render_cannon_circle_base(void) {
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gSPDisplayList(g++, dl_proj_mtx_fullscreen);
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gDPSetCombineMode(g++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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gDPSetTextureFilter(g++, G_TF_BILERP);
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gDPLoadTextureBlock(g++, sTextureTransitionID[TEX_TRANS_CIRCLE], G_IM_FMT_IA, G_IM_SIZ_8b, 32, 64, 0,
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gDPLoadTextureBlock(g++, sTextureTransitionID[TEX_TRANS_CIRCLE], TRANSITION_TEXTURE_TYPE, G_IM_SIZ_8b, 32, 64, 0,
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G_TX_WRAP | G_TX_MIRROR, G_TX_WRAP | G_TX_MIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD);
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gSPTexture(g++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPVertex(g++, VIRTUAL_TO_PHYSICAL(verts), 4, 0);
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