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Fix water rendering

This commit is contained in:
Jack Andersen
2018-06-02 20:11:39 -10:00
parent 357a7efa9a
commit a5f25bf3f4
16 changed files with 98 additions and 73 deletions

View File

@@ -198,7 +198,8 @@ CFluidPlaneCPU::RenderSetup(const CStateManager& mgr, float alpha, const zeus::C
pttScale = g_tweakGame->GetFluidEnvBumpScale() * x4c_uvMotion.GetFluidLayers()[0].GetUVScale();
// Load GX_TEXMTX3 with identity
nextTexMtx++;
zeus::CMatrix4f& texMtx = out.texMtxs[nextTexMtx++];
texMtx[0][0] = texMtx[1][1] = pttScale;
// Load GX_PTTEXMTX0 with scale of pttScale
// Next: GX_TG_MTX2x4 GX_TG_NRM, GX_TEXMTX3, true, GX_PTTEXMTX0
@@ -1080,6 +1081,7 @@ void RenderPatch(const CFluidPlaneCPURender::SPatchInfo& info,
int yTiles = (info.x1_ySubdivs - 3) / CFluidPlaneCPURender::numSubdivisionsInTile + 1;
int xTiles = (info.x0_xSubdivs - 3) / CFluidPlaneCPURender::numSubdivisionsInTile + 1;
int xTileStart = info.x28_tileX + info.x2e_tileY * info.x2a_gridDimX;
yMax = yMin;
for (int curYTile=yTiles ; curYTile>0 ; --curYTile,
yMax += info.x14_tileSize, xTileStart += info.x2a_gridDimX)
{