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[jak3] Small bug fixes (#3933)
Fixes the pillars being transparent (but is a bit of a hack), the desert sand not having texture filtering, and the "No memory card" on the title screen with debug mode off. --------- Co-authored-by: water111 <awaterford1111445@gmail.com>
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@@ -957,6 +957,16 @@ ConvertedMercEffect convert_merc_effect(const MercEffect& input_effect,
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use_alpha_blend = true;
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}
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// workaround for https://github.com/open-goal/jak-project/issues/3682
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// when the pillar is very close to the screen, they fade it out, to avoid blocking the camera.
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// but, for unknown reasons, they move this to an alpha bucket as well (normally not required
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// for fade), but rely on merc disabling alpha blend. OpenGOAL's detection of alpha blending
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// just checks the bucket, but there's more logic than this in the shader. Rather than figuring
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// this out, just fix this specific case for now:
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if (debug_name == "comb-pillar-lod0") {
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use_alpha_blend = false;
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}
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handle_frag(debug_name, ctrl_header, frag, frag_ctrl, merc_state, result.vertices,
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merc_memories[memory_buffer_toggle], can_be_modified, combined_lump4_addr, fi);
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u32 vert_count = frag.lump4_unpacked.size() / 3;
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