Small texture type fix for the cannon (#696)

* Small texture type fix for transitions

* Moved texture type define above other declarations
This commit is contained in:
Lilaa3
2023-09-23 22:32:21 +01:00
committed by GitHub
parent ed1465247a
commit c39fb6f333

View File

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