Avoid allocating RAM for shadow textures

This commit is contained in:
Luke Street
2026-03-29 23:08:53 -06:00
parent 7ea9bb1ec4
commit a2b69d1e52
+6 -1
View File
@@ -1406,7 +1406,12 @@ void dDlst_shadowControl_c::init() {
for (int i = 0; i < 2; i++) {
u16 size = l_realImageSize[i];
#ifdef TARGET_PC
// Don't need to allocate an actual texture buffer for aurora; only a placeholder
u32 buffer_size = 0x20;
#else
u32 buffer_size = GXGetTexBufferSize(size, size, 5, GX_DISABLE, 0);
#endif
field_0x15ef0[i] = JKR_NEW_ARRAY_ARGS(u8, buffer_size, 0x20);
GXInitTexObj(&field_0x15eb0[i], field_0x15ef0[i], size, size, GX_TF_RGB5A3, GX_CLAMP,
GX_CLAMP, GX_DISABLE);
@@ -1640,7 +1645,7 @@ int dDlst_shadowControl_c::setReal(u32 param_1, s8 param_2, J3DModel* param_3, c
u32 rv = pdVar12->set(mNextID, param_3, param_4, param_5, param_6, param_7, dVar17, dVar16);
if (!rv) {
return 0;
}
}
mRealNum++;
if (pdVar10 == NULL) {
if (pdVar11 == NULL) {