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Bump LUS for 2cyc color combiner fix (#4221)
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@ -88,7 +88,7 @@ set_property(GLOBAL PROPERTY USE_FOLDERS ON)
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# Set GBI version
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################################################################################
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add_compile_definitions(F3DEX_GBI_2)
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set(GBI_UCODE F3DEX_GBI_2)
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################################################################################
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# Sub-projects
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@ -1 +1 @@
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Subproject commit 9907ebfd66ff5bf903ecb7327cca69014993772b
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Subproject commit 31e9b009f94e7074a847c7954926cba354cd7c72
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@ -9,7 +9,6 @@ extern "C" {
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#include "objects/object_gi_soldout/object_gi_soldout.h"
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#include "objects/object_ik/object_ik.h"
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#include "objects/object_link_child/object_link_child.h"
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#include "objects/object_ru2/object_ru2.h"
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uint32_t ResourceMgr_GameHasMasterQuest();
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uint32_t ResourceMgr_GameHasOriginal();
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@ -189,25 +188,10 @@ void PatchIronKnuckleTextureOverflow() {
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}
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}
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void PatchPrincessRutoEaring() {
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// FAST3D: This is a hack for the issue of both TEXEL0 and TEXEL1 using the same texture with different settings.
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// Ruto's earring uses both TEXEL0 and TEXEL1 to render. The issue is that it never loads anything into TEXEL1, so
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// it reuses whatever happens to be there, which is the water temple brick texture. It just so happens that the
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// earring texture loads into the same place in TMEM as the brick texture, so when it comes to rendering, TEXEL1
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// uses the earring texture with different clamp settings, and it displays without noticeable error. However, both
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// texel samplers are not intended to be used for the same texture with different settings, so this misuse confuses
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// our texture cache, and we load the wrong settings for the earrings texture. This patch is a hack that replaces
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// TEXEL1 with TEXEL0, which is most likely the original intention, and all is well.
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ResourceMgr_PatchGfxByName(gAdultRutoHeadDL, "RutoEaringTileFix", 162,
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gsDPSetCombineLERP(TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, COMBINED,
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TEXEL0, 0, PRIM_LOD_FRAC, COMBINED));
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}
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void ApplyAuthenticGfxPatches() {
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PatchDekuStickTextureOverflow();
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PatchFreezardTextureOverflow();
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PatchIronKnuckleTextureOverflow();
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PatchPrincessRutoEaring();
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}
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// Patches the Sold Out GI DL to render the texture in the mirror boundary
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@ -206,6 +206,9 @@ namespace SohGui {
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}
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void Destroy() {
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auto gui = Ship::Context::GetInstance()->GetWindow()->GetGui();
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gui->RemoveAllGuiWindows();
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mModalWindow = nullptr;
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mAdvancedResolutionSettingsWindow = nullptr;
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mRandomizerSettingsWindow = nullptr;
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