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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-10 01:47:43 +00:00

Implement CWorldShadow and texture clamp mode

This commit is contained in:
Jack Andersen
2017-09-30 18:26:46 -10:00
parent 484a4900a0
commit 30ae347420
38 changed files with 915 additions and 110 deletions

View File

@@ -694,7 +694,7 @@ void CStateManager::DrawWorld() const
{
const CGameArea& area = *areaArr[i];
SetupFogForArea(area);
g_Renderer->EnablePVS(&pvsArr[i], area.x4_selfIdx);
g_Renderer->EnablePVS(pvsArr[i], area.x4_selfIdx);
g_Renderer->SetWorldLightFadeLevel(area.GetPostConstructed()->x1128_worldLightingLevel);
g_Renderer->DrawUnsortedGeometry(area.x4_selfIdx, mask, targetMask);
}
@@ -767,7 +767,7 @@ void CStateManager::DrawWorld() const
if (xf7c_projectedShadow)
xf7c_projectedShadow->Render(*this);
g_Renderer->EnablePVS(&pvs, area.x4_selfIdx);
g_Renderer->EnablePVS(pvs, area.x4_selfIdx);
g_Renderer->DrawSortedGeometry(area.x4_selfIdx, mask, targetMask);
}
@@ -801,7 +801,7 @@ void CStateManager::DrawWorld() const
const CGameArea& area = *areaArr[i];
CPVSVisSet& pvs = pvsArr[i];
g_Renderer->EnablePVS(&pvs, area.x4_selfIdx);
g_Renderer->EnablePVS(pvs, area.x4_selfIdx);
g_Renderer->DrawUnsortedGeometry(area.x4_selfIdx, mask, 0x20);
g_Renderer->DrawAreaGeometry(area.x4_selfIdx, mask, 0x10);
}
@@ -832,7 +832,7 @@ void CStateManager::DrawWorld() const
++const_cast<CStateManager&>(*this).x8dc_objectDrawToken;
g_Renderer->EnablePVS(&pvs, area.x4_selfIdx);
g_Renderer->EnablePVS(pvs, area.x4_selfIdx);
g_Renderer->DrawSortedGeometry(area.x4_selfIdx, mask, 0x10);
}