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https://github.com/zeldaret/tww.git
synced 2026-07-08 21:54:50 -04:00
Update vertex format in d_menu_cloth to use GXPosition1x16 and GXNormal1x16 for improved attribute handling.
This commit is contained in:
+16
-8
@@ -335,14 +335,16 @@ void dMCloth_c::plot(float xMin, float yMin, float xMax, float yMax) {
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// Vertex 1
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{
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const s16 idx = x + y * INNER_SIZE;
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GXPosition2s16(idx, idx);
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GXPosition1x16(idx);
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GXNormal1x16(idx);
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GXTexCoord2f32(xPos, yPos);
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}
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// Vertex 2
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{
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const s16 idx = xNext + y * INNER_SIZE;
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GXPosition2s16(idx, idx);
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GXPosition1x16(idx);
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GXNormal1x16(idx);
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GXTexCoord2f32(xPos + xStep, yPos);
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}
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} break;
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@@ -361,7 +363,8 @@ void dMCloth_c::plot(float xMin, float yMin, float xMax, float yMax) {
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// Vertex 1
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{
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const s16 idx = x + y * INNER_SIZE;
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GXPosition2s16(idx, idx);
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GXPosition1x16(idx);
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GXNormal1x16(idx);
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GXColor4x8(mColor1.r, mColor1.g, mColor1.b, alpha0);
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GXTexCoord2f32(xPos, yPos);
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}
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@@ -369,7 +372,8 @@ void dMCloth_c::plot(float xMin, float yMin, float xMax, float yMax) {
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// Vertex 2
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{
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const s16 idx = xNext + y * INNER_SIZE;
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GXPosition2s16(idx, idx);
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GXPosition1x16(idx);
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GXNormal1x16(idx);
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GXColor4x8(mColor1.r, mColor1.g, mColor1.b, alpha1);
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GXTexCoord2f32(xPos + xStep, yPos);
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}
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@@ -402,14 +406,16 @@ void dMCloth_c::plot_shadow(float xMin, float yMin, float xMax, float yMax) {
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// Vertex 1
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{
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const s16 idx = x + y * INNER_SIZE;
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GXPosition2s16(idx, idx);
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GXPosition1x16(idx);
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GXNormal1x16(idx);
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GXTexCoord2f32(xPos, yPos);
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}
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// Vertex 2
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{
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const s16 idx = xNext + y * INNER_SIZE;
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GXPosition2s16(idx, idx);
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GXPosition1x16(idx);
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GXNormal1x16(idx);
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GXTexCoord2f32(xPos + xStep, yPos);
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}
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} break;
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@@ -428,7 +434,8 @@ void dMCloth_c::plot_shadow(float xMin, float yMin, float xMax, float yMax) {
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// Vertex 1
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{
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const s16 idx = x + y * INNER_SIZE;
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GXPosition2u16(idx, idx);
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GXPosition1x16(idx);
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GXNormal1x16(idx);
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GXColor4x8(mColor2.r, mColor2.g, mColor2.b, alpha0);
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GXTexCoord2f32(xPos, yPos);
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}
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@@ -436,7 +443,8 @@ void dMCloth_c::plot_shadow(float xMin, float yMin, float xMax, float yMax) {
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// Vertex 2
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{
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const s16 idx = xNext + y * INNER_SIZE;
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GXPosition2u16(idx, idx);
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GXPosition1x16(idx);
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GXNormal1x16(idx);
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GXColor4x8(mColor2.r, mColor2.g, mColor2.b, alpha1);
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GXTexCoord2f32(xPos + xStep, yPos);
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}
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