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TexturedQuad fixes, Better controller input handling (needs custom mapping)

This commit is contained in:
2022-02-08 11:18:12 -08:00
parent 5add26b42e
commit acd861754c
14 changed files with 240 additions and 59 deletions

View File

@@ -31,8 +31,8 @@ void CSimpleShadow::Render(const TLockedToken<CTexture>& tex) {
CGraphics::DisableAllLights();
CGraphics::SetModelMatrix(x0_xf);
if (!m_filter || m_filter->GetTex().GetObj() != tex.GetObj())
m_filter.emplace(EFilterType::InvDstMultiply, tex, CTexturedQuadFilter::ZTest::LEqual);
//if (!m_filter || m_filter->GetTex().GetObj() != tex.GetObj())
//m_filter.emplace(EFilterType::InvDstMultiply, tex, CTexturedQuadFilter::ZTest::LEqual);
float radius = x34_radius * x30_scale;
const std::array<CTexturedQuadFilter::Vert, 4> verts{{
@@ -41,7 +41,7 @@ void CSimpleShadow::Render(const TLockedToken<CTexture>& tex) {
{{-radius, 0.f, radius}, {1.f, 0.f}},
{{radius, 0.f, radius}, {1.f, 1.f}},
}};
m_filter->drawVerts(zeus::skWhite, verts);
//m_filter->drawVerts(zeus::skWhite, verts);
}
void CSimpleShadow::Calculate(const zeus::CAABox& aabb, const zeus::CTransform& xf, const CStateManager& mgr) {