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5b04be2fa0
This adds hfrag, but with a few remaining issues: - The textures aren't animated. Instead, it just uses one texture. - The texture filtering isn't as good as at it could be. I also cleaned up a few issues with the background renderers: - Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub - Moved time-of-day color packing stuff to FR3 creation, rather than at level load. This appears to reduce the frame time spikes when a level is first drawn by about 5 or 6 ms in big levels. - Cleaned up the x86 specific stuff used in time of day. Now there's only one place where we have an `ifdef`, rather than spreading it all over the rendering code.
13 lines
340 B
C++
13 lines
340 B
C++
#pragma once
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#include <vector>
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#include "common/common_types.h"
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#include "common/custom_data/Tfrag3Data.h"
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#include "decompiler/level_extractor/BspHeader.h"
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namespace decompiler {
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u32 clean_up_vertex_indices(std::vector<u32>& idx);
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tfrag3::PackedTimeOfDay pack_colors(const level_tools::TimeOfDayPalette& in);
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} // namespace decompiler
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