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Add hack for Ruto's earrings (#1759)
* Add hack for Ruto's earrings * Add tag for the underlining issue for easy grepping * typo
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@ -820,6 +820,19 @@ void func_80AF3F20(EnRu2* this, GlobalContext* globalCtx) {
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void EnRu2_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnRu2* this = (EnRu2*)thisx;
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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 diffrent 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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Gfx* gfx = ResourceMgr_LoadGfxByName(gAdultRutoHeadDL);
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Gfx patch = gsDPSetCombineLERP(TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, COMBINED, TEXEL0, 0,
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PRIM_LOD_FRAC, COMBINED);
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gfx[0xA2] = patch;
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if ((this->drawConfig < 0) || (this->drawConfig >= ARRAY_COUNT(sDrawFuncs)) ||
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(sDrawFuncs[this->drawConfig] == 0)) {
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// "Draw Mode is improper!"
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