Add point lighting gbi features (#1962)

* Add point lighting gbi features

* Maybe fix bss ordering
This commit is contained in:
Tharo
2024-06-21 03:39:43 +01:00
committed by GitHub
parent 0ddd64fd6c
commit 38921684a5
5 changed files with 277 additions and 255 deletions
+1 -1
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@@ -7,7 +7,7 @@
// For retail BSS ordering, the block number of cbf in Math3D_CylVsCylOverlapCenterDist
// must be 0.
#pragma increment_block_number 114
#pragma increment_block_number 111
s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);
+2
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@@ -115,6 +115,8 @@ void* sUnusedEntranceCsList[] = {
gDekuTreeIntroCs, gJabuJabuIntroCs, gDcOpeningCs, gMinuetCs, gIceCavernSerenadeCs, gTowerBarrierCs,
};
#pragma increment_block_number 254
// Stores the frame the relevant cam data was last applied on
u16 gCamAtSplinePointsAppliedFrame;
u16 gCamEyePointAppliedFrame;
+1 -1
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@@ -7,7 +7,7 @@
// For retail BSS ordering, the block number of sLensFlareUnused must be lower
// than the extern variables declared in the header (e.g. gLightningStrike)
// while the block number of sNGameOverLightNode must be higher.
#pragma increment_block_number 80
#pragma increment_block_number 78
typedef enum {
/* 0x00 */ LIGHTNING_BOLT_START,