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Fix texture interpolation issues in aquas (#186)
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parent
1c3541183f
commit
91d8477995
2 changed files with 1 additions and 17 deletions
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@ -1712,7 +1712,6 @@ void Background_DrawGround(void) {
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32);
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gDPSetTextureImage(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, SEGMENTED_TO_VIRTUAL(D_AQ_600AB68));
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#ifdef TEXTURE_INTERPOLATION_FIX_PENDING
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int interpolatedFrames = GameEngine_GetInterpolationFrameCount();
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temp_s0 = fabsf(Math_ModF(2.0f * (gPathTexScroll * 0.2133333f), 128.0f));
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@ -1737,13 +1736,6 @@ void Background_DrawGround(void) {
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yScroll += inc >= 0 ? inc : -inc;
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yScroll = fabs(Math_ModF(yScroll, 128.0f));
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}
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#else
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temp_s0 = fabsf(Math_ModF(2.0f * (gPathTexScroll * 0.2133333f), 128.0f));
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temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].xPath) * 0.32f, 128.0f);
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gDPSetupTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, temp_fv0, temp_s0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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#endif
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// CENTER FAR
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Matrix_Push(&gGfxMatrix);
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@ -1796,7 +1788,6 @@ void Background_DrawGround(void) {
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32);
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gDPSetTextureImage(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, SEGMENTED_TO_VIRTUAL(D_AQ_602ACC0));
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#ifdef TEXTURE_INTERPOLATION_FIX_PENDING
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int interpolatedFrames = GameEngine_GetInterpolationFrameCount();
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temp_s0 = fabsf(Math_ModF(2.0f * (gPathTexScroll * 0.2133333f), 128.0f));
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@ -1821,13 +1812,6 @@ void Background_DrawGround(void) {
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yScroll += inc >= 0 ? inc : -inc;
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yScroll = fabs(Math_ModF(yScroll, 128.0f));
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}
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#else
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temp_s0 = fabsf(Math_ModF(2.0f * (gPathTexScroll * 0.2133333f), 128.0f));
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temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].xPath) * 0.32f, 128.0f);
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gDPSetupTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, temp_fv0, temp_s0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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#endif
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if (gAqDrawMode != 0) {
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RCP_SetupDL(&gMasterDisp, SETUPDL_47);
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@ -541,7 +541,7 @@ uint32_t GameEngine::GetInterpolationFPS() {
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uint32_t GameEngine::GetInterpolationFrameCount()
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{
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return ceil((float)GetInterpolationFPS() / 30.0f);
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return ceil((float)GetInterpolationFPS() / (60.0f / gVIsPerFrame));
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}
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extern "C" uint32_t GameEngine_GetInterpolationFrameCount() {
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