jak-project/decompiler/level_extractor
water111 b2ed9313bd
[graphics] First part of shrub extraction (#1258)
* decompile 90% of shrubbery

* some more progress

* some more

* big function decompiled

* went through `draw-prototype-inline-array-shrub` and made more notes

* shrub: start implementing extract_shrub

* read through current notes and add the info to current decomp

* decomp: allow skipping inline-asm from output

* add code to BspHeader to get GOAL types for shrubs

* add doc

* wip

* fix bad merge

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
2022-03-28 18:14:25 -04:00
..
BspHeader.cpp [graphics] First part of shrub extraction (#1258) 2022-03-28 18:14:25 -04:00
BspHeader.h [graphics] First part of shrub extraction (#1258) 2022-03-28 18:14:25 -04:00
extract_level.cpp [graphics] First part of shrub extraction (#1258) 2022-03-28 18:14:25 -04:00
extract_level.h [graphics] Rewrite of texture system (#1212) 2022-03-02 20:01:37 -05:00
extract_shrub.cpp [graphics] First part of shrub extraction (#1258) 2022-03-28 18:14:25 -04:00
extract_shrub.h [graphics] First part of shrub extraction (#1258) 2022-03-28 18:14:25 -04:00
extract_tfrag.cpp [graphics] generic merc (#1192) 2022-02-24 22:33:10 -05:00
extract_tfrag.h add vis data to tie/tfrag and better framelimiting/lag (#1100) 2022-01-20 00:22:03 -05:00
extract_tie.cpp [graphics] First part of shrub extraction (#1258) 2022-03-28 18:14:25 -04:00
extract_tie.h [runtime] pckernel implementation (#1032) 2021-12-30 18:48:37 -05:00
notes.txt [graphics] tfrag3 renderer (#978) 2021-12-04 12:33:18 -05:00