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https://github.com/TwilitRealm/dusklight
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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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@@ -14,6 +14,7 @@
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#include "d/d_msg_object.h"
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#include "d/d_s_play.h"
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#include "d/d_debug_viewer.h"
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#include "dusk/frame_interpolation.h"
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static f32 dummy_lit_3777(int idx, u8 foo) {
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Vec dummy_vec = {0.0f, 0.0f, 0.0f};
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@@ -1052,6 +1053,12 @@ void daMidna_c::setBodyPartMatrix() {
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mpModel->setAnmMtx(i, mpShadowModel->getAnmMtx(i));
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}
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mpModel->calcWeightEnvelopeMtx();
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#ifdef TARGET_PC
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// Frame interpolation: Record weight envelopes for Midna here, as they are otherwise missed causing distortion
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for (u16 i = 0; i < mpModel->getModelData()->getWEvlpMtxNum(); i++) {
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dusk::frame_interp::record_final_mtx_raw(reinterpret_cast<const Mtx*>(mpModel->getWeightAnmMtx(i)), mpModel->getWeightAnmMtx(i));
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}
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#endif
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}
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mDoMtx_stack_c::transS(mpShadowModel->getAnmMtx(JNT_BACKBONE1)[0][3],
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