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https://github.com/open-goal/jak-project.git
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d52739226c
A few issues: - lwidea's fr3 is getting loaded and unloaded all the time - the debug line drawing clipping is wrong (doesn't seem wrong in pcsx2, so I think this is on us) - nothing actually using vis data yet - at a large distance, our view frustum culling seems slightly too aggressive (might be that viewport scissoring is wrong) - in the city, things seem darker as you move away. unclear how this is happening (fog?)
28 lines
710 B
C
28 lines
710 B
C
#pragma once
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#include "common/common_types.h"
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#include "game/common/dgo_rpc_types.h"
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#include "game/kernel/common/Ptr.h"
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extern u32 sMsgNum;
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s32 RpcCall(s32 rpcChannel,
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u32 fno,
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bool async,
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void* sendBuff,
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s32 sendSize,
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void* recvBuff,
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s32 recvSize);
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void BeginLoadingDGO(const char* name, Ptr<u8> buffer1, Ptr<u8> buffer2, Ptr<u8> currentHeap);
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Ptr<u8> GetNextDGO(u32* lastObjectFlag);
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u64 RpcCall_wrapper(void* _args);
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u32 RpcBusy(s32 channel);
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void RpcSync(s32 channel);
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void LoadDGOTest();
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void kdgo_init_globals();
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u32 InitRPC();
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void StopIOP();
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extern u32 sShowStallMsg;
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extern RPC_Dgo_Cmd sMsg[2];
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extern RPC_Dgo_Cmd* sLastMsg; |