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https://github.com/TwilitRealm/dusklight
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Fix endianness & 64-bit in 3D asset loading code
Combination of plumbing BE(T) through everything, making BE<T> have template specializations, and inverting at load time where more practical.
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@@ -10,16 +10,16 @@
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J3DShapeFactory::J3DShapeFactory(J3DShapeBlock const& block) {
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mShapeInitData = JSUConvertOffsetToPtr<J3DShapeInitData>(&block, (uintptr_t)block.mpShapeInitData);
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mIndexTable = JSUConvertOffsetToPtr<u16>(&block, (uintptr_t)block.mpIndexTable);
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mVtxDescList = JSUConvertOffsetToPtr<GXVtxDescList>(&block, (uintptr_t)block.mpVtxDescList);
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mMtxTable = JSUConvertOffsetToPtr<u16>(&block, (uintptr_t)block.mpMtxTable);
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mIndexTable = JSUConvertOffsetToPtr<BE(u16)>(&block, (uintptr_t)block.mpIndexTable);
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mVtxDescList = JSUConvertOffsetToPtr<BE(GXVtxDescList)>(&block, (uintptr_t)block.mpVtxDescList);
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mMtxTable = JSUConvertOffsetToPtr<BE(u16)>(&block, (uintptr_t)block.mpMtxTable);
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mDisplayListData = JSUConvertOffsetToPtr<u8>(&block, (uintptr_t)block.mpDisplayListData);
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mMtxInitData = JSUConvertOffsetToPtr<J3DShapeMtxInitData>(&block, (uintptr_t)block.mpMtxInitData);
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mDrawInitData = JSUConvertOffsetToPtr<J3DShapeDrawInitData>(&block, (uintptr_t)block.mpDrawInitData);
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mVcdVatCmdBuffer = NULL;
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}
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J3DShape* J3DShapeFactory::create(int no, u32 flag, GXVtxDescList* vtxDesc) {
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J3DShape* J3DShapeFactory::create(int no, u32 flag, BE(GXVtxDescList)* vtxDesc) {
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J3DShape* shape = new J3DShape;
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J3D_ASSERT_ALLOCMEM(67, shape);
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shape->mMtxGroupNum = getMtxGroupNum(no);
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