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https://github.com/TwilitRealm/dusklight
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J3D setup (#155)
* setup j3d classes * remove asm * fixes * fix newDifferedDisplayList
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@@ -7,29 +7,29 @@
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struct ResTIMG { /* Acts as the header to image data. Usually texture data immediately follows it,
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so any pointer arithmetic to go past the end of this structure is so that a
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variable sized allocated buffer can be accessed. */
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u8 format;
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bool alphaEnabled;
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u16 width;
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u16 height;
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u8 wrapS;
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u8 wrapT;
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bool palettesEnabled;
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u8 paletteFormat;
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u16 paletteCount;
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u32 paletteOffset;
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bool mipmapEnabled;
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bool doEdgeLOD;
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bool biasClamp;
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u8 maxAnisotropy;
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u8 minFilter;
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u8 magFilter;
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s8 minLOD;
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s8 maxLOD;
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u8 mipmapCount;
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u8 unknown;
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s16 LODBias;
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u32 texDataOffset;
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};
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/* 0x00 */ u8 format;
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/* 0x01 */ bool alphaEnabled;
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/* 0x02 */ u16 width;
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/* 0x04 */ u16 height;
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/* 0x06 */ u8 wrapS;
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/* 0x07 */ u8 wrapT;
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/* 0x08 */ bool palettesEnabled;
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/* 0x09 */ u8 paletteFormat;
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/* 0x0A */ u16 paletteCount;
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/* 0x0C */ u32 paletteOffset;
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/* 0x10 */ bool mipmapEnabled;
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/* 0x11 */ bool doEdgeLOD;
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/* 0x12 */ bool biasClamp;
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/* 0x13 */ u8 maxAnisotropy;
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/* 0x14 */ u8 minFilter;
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/* 0x15 */ u8 magFilter;
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/* 0x16 */ s8 minLOD;
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/* 0x17 */ s8 maxLOD;
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/* 0x18 */ u8 mipmapCount;
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/* 0x19 */ u8 unknown;
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/* 0x1A */ s16 LODBias;
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/* 0x1B */ u32 texDataOffset;
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}; // Size: 0x1C
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class JUTTexture {
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public:
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