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Arm cannon rendering fixes

This commit is contained in:
Jack Andersen
2018-01-14 21:39:25 -10:00
parent 89b9a6d7d3
commit 47b3d57c3a
19 changed files with 89 additions and 67 deletions

View File

@@ -89,7 +89,8 @@ void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
CBooModel::SetDrawingOccluders(true);
g_Renderer->PrepareDynamicLights({});
g_Renderer->DrawUnsortedGeometry(aid, 0, 0);
g_Renderer->UpdateAreaUniforms(aid, true);
g_Renderer->DrawUnsortedGeometry(aid, 0, 0, true);
CBooModel::SetDrawingOccluders(false);
if (lighten)
@@ -97,7 +98,7 @@ void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid
CGraphics::SetModelMatrix(x34_model);
/* No depth test or write */
/* Color white 25% alpha */
m_shader.lightenShadow();
//m_shader.lightenShadow();
}
if (motionBlur && !x88_blurReset)
@@ -105,7 +106,7 @@ void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid
/* No depth test or write */
/* Color white 85% alpha */
/* Draw in shadow texture */
m_shader.blendPreviousShadow();
//m_shader.blendPreviousShadow();
}
x88_blurReset = false;