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fix alpha blend bit for jak 1 merc (#2458)
This fixes the sculptor's face shield and red rings on final boss.
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@ -73,7 +73,7 @@ struct MemoryUsageTracker {
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void add(MemoryUsageCategory category, u32 size_bytes) { data[category] += size_bytes; }
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};
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constexpr int TFRAG3_VERSION = 32;
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constexpr int TFRAG3_VERSION = 33;
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// These vertices should be uploaded to the GPU at load time and don't change
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struct PreloadedVertex {
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@ -181,7 +181,8 @@ struct MercExtraInfo {
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};
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constexpr int kTextureScrollEffectBit = 1;
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constexpr int kRippleEffectBit = 4; // true in jak 1 and jak 2
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constexpr int kTransEffectBitJak1 = 2; // so far only confirmed for jak 1
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constexpr int kRippleEffectBit = 4; // true in jak 1 and jak 2
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struct MercEffect {
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//((frag-geo merc-fragment :offset-assert 0) ;; ?
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@ -885,6 +885,10 @@ ConvertedMercEffect convert_merc_effect(const MercEffect& input_effect,
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can_be_modified = true;
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}
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if (version == GameVersion::Jak1 && (input_effect.effect_bits & kTransEffectBitJak1)) {
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use_alpha_blend = true;
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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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@ -451,7 +451,7 @@
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(+! (-> obj sim-time-remaining)
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(* 0.0033333334 (the float (- (-> *display* base-frame-counter) (-> *display* old-base-frame-counter))))
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)
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(let ((f30-0 0.016666668)
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(let ((f30-0 (* DISPLAY_FPS_RATIO 0.016666668)) ;; changed for high fps
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(f28-0 (* 0.0033333334 (the float (logand #xffffff (-> *display* base-frame-counter)))))
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)
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(while (>= (-> obj sim-time-remaining) (* 0.5 f30-0))
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