From a2b69d1e5243a103dc82569d3b7cf3ed17bac497 Mon Sep 17 00:00:00 2001 From: Luke Street Date: Sun, 29 Mar 2026 23:08:53 -0600 Subject: [PATCH] Avoid allocating RAM for shadow textures --- src/d/d_drawlist.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/src/d/d_drawlist.cpp b/src/d/d_drawlist.cpp index 410c7ff477..69937c264c 100644 --- a/src/d/d_drawlist.cpp +++ b/src/d/d_drawlist.cpp @@ -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) {