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Implement unlocked framerates via interpolation (#315)
* Disable waitForTick and waitBlanking * Initial frame interpolation implementation * Initial batch of speed fixes * Fix Iron Boots * Strip dead code once used for debugging * Interpolate shadows * Revert overzealous/redundant lookups * Fix JUTFader * Fix field map cursor * Fix various particle effects * Fix Midna when riding Wolf Link * Fix title logo * Title Logo 2: Electric Boogaloo * Fixed grass and flowers * "Unlock Framerate" config option (WIP) * Wrap more things in TARGET_PC * Finish wrapping things in TARGET_PC * Missed one * Disable dComIfGd_drawXluListInvisible when interpolating --------- Co-authored-by: Luke Street <luke@street.dev>
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@@ -237,6 +237,7 @@ public:
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static void* getZbufferTex() { return mZbufferTex; }
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static void setFadeRate(f32 rate) { mFadeRate = rate; }
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static f32 getFadeRate() { return mFadeRate; }
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static f32 getFadeSpeed() { return mFadeSpeed; }
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static bloom_c* getBloom() { return &m_bloom; }
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static GXColor& getFadeColor() { return mFadeColor; }
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static GXColor& getBackColor() { return mBackColor; }
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