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Implement CWorldShadow and texture clamp mode
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@@ -449,18 +449,14 @@ CMoviePlayer::CMoviePlayer(const char* path, float preLoadSeconds, bool loop, bo
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if (deinterlace)
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{
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/* urde addition: this way interlaced THPs don't look horrible */
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set.Y[0] = ctx.newDynamicTexture(x6c_videoInfo.width,
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x6c_videoInfo.height / 2,
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boo::TextureFormat::I8);
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set.Y[1] = ctx.newDynamicTexture(x6c_videoInfo.width,
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x6c_videoInfo.height / 2,
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boo::TextureFormat::I8);
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set.U = ctx.newDynamicTexture(x6c_videoInfo.width / 2,
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x6c_videoInfo.height / 2,
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boo::TextureFormat::I8);
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set.V = ctx.newDynamicTexture(x6c_videoInfo.width / 2,
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x6c_videoInfo.height / 2,
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boo::TextureFormat::I8);
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set.Y[0] = ctx.newDynamicTexture(x6c_videoInfo.width, x6c_videoInfo.height / 2,
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boo::TextureFormat::I8, boo::TextureClampMode::Repeat);
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set.Y[1] = ctx.newDynamicTexture(x6c_videoInfo.width, x6c_videoInfo.height / 2,
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boo::TextureFormat::I8, boo::TextureClampMode::Repeat);
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set.U = ctx.newDynamicTexture(x6c_videoInfo.width / 2, x6c_videoInfo.height / 2,
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boo::TextureFormat::I8, boo::TextureClampMode::Repeat);
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set.V = ctx.newDynamicTexture(x6c_videoInfo.width / 2, x6c_videoInfo.height / 2,
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boo::TextureFormat::I8, boo::TextureClampMode::Repeat);
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boo::IGraphicsBuffer* bufs[] = {m_blockBuf};
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for (int j=0 ; j<2 ; ++j)
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@@ -474,15 +470,12 @@ CMoviePlayer::CMoviePlayer(const char* path, float preLoadSeconds, bool loop, bo
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else
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{
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/* normal progressive presentation */
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set.Y[0] = ctx.newDynamicTexture(x6c_videoInfo.width,
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x6c_videoInfo.height,
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boo::TextureFormat::I8);
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set.U = ctx.newDynamicTexture(x6c_videoInfo.width / 2,
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x6c_videoInfo.height / 2,
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boo::TextureFormat::I8);
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set.V = ctx.newDynamicTexture(x6c_videoInfo.width / 2,
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x6c_videoInfo.height / 2,
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boo::TextureFormat::I8);
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set.Y[0] = ctx.newDynamicTexture(x6c_videoInfo.width, x6c_videoInfo.height,
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boo::TextureFormat::I8, boo::TextureClampMode::Repeat);
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set.U = ctx.newDynamicTexture(x6c_videoInfo.width / 2, x6c_videoInfo.height / 2,
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boo::TextureFormat::I8, boo::TextureClampMode::Repeat);
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set.V = ctx.newDynamicTexture(x6c_videoInfo.width / 2, x6c_videoInfo.height / 2,
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boo::TextureFormat::I8, boo::TextureClampMode::Repeat);
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boo::IGraphicsBuffer* bufs[] = {m_blockBuf};
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boo::ITexture* texs[] = {set.Y[0], set.U, set.V};
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