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Fix a couple of render modes (#1994)
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@@ -267,7 +267,7 @@ void PreRender_CoverageRgba16ToI8(PreRender* this, Gfx** gfxP, void* img, void*
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gDPSetOtherMode(gfx++,
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G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
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G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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G_AC_NONE | G_ZS_PRIM | G_RM_PASS | G_RM_OPA_CI2);
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G_AC_NONE | G_ZS_PRIM | G_RM_OPA_CI | G_RM_OPA_CI2);
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// Set the combiner to draw the texture as-is, discarding alpha channel
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gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 0, 0, 0, 0, 0, 0, 0, TEXEL0, 0, 0, 0, 0);
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@@ -79,7 +79,7 @@ Gfx* VisMono_DesaturateDList(VisMono* this, Gfx* gfx) {
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gDPSetOtherMode(gfx++,
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G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_IA16 | G_TL_TILE |
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G_TD_CLAMP | G_TP_NONE | G_CYC_2CYCLE | G_PM_1PRIMITIVE,
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G_AC_NONE | G_ZS_PRIM | GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1) | G_RM_CLD_SURF2);
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G_AC_NONE | G_ZS_PRIM | G_RM_PASS | G_RM_CLD_SURF2);
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// First color cycle sums texel 1 alpha and texel 0 color
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// By using IA16 palettes, this means summing A (from the IA16 color texel 1 maps to)
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// with I (from the IA16 color texel 0 maps to)
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