mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 00:57:44 -04:00
c7f2a23abf
Fixes decal on tfrag: ![image](https://user-images.githubusercontent.com/48171810/232174352-11153941-e1f9-4472-becb-f266c2a309e5.png) Sets up jak 2 alpha shrub test settings. They are still too dark, but there's no longer incorrect alpha test: ![image](https://user-images.githubusercontent.com/48171810/232174590-f9caa6c5-f190-4c78-b720-5f4055490d47.png) Fix decal on shrub, a feature used in exactly one place in jak 1: ![image](https://user-images.githubusercontent.com/48171810/232174614-8ea65ca5-a183-45f7-ae79-6bf06a937007.png) Fixed issue with u16 overflow in castle on the alpha channel, causing flickering. It barely overflowed, which made me suspicious that we had some error somewhere. But I think that there code is robust against overflows.
31 lines
1,002 B
C++
31 lines
1,002 B
C++
#pragma once
|
|
|
|
#include "common/custom_data/Tfrag3Data.h"
|
|
#include "common/math/Vector.h"
|
|
|
|
#include "decompiler/data/TextureDB.h"
|
|
#include "decompiler/level_extractor/BspHeader.h"
|
|
|
|
namespace decompiler {
|
|
|
|
/// <summary>
|
|
/// Extract shrubs from the level
|
|
/// </summary>
|
|
/// <param name="tree"></param>
|
|
/// <param name="debug_name"></param>
|
|
/// <param name="map"></param>
|
|
/// <param name="tex_db"></param>
|
|
/// <param name="expected_missing_textures"></param>
|
|
/// <param name="out"></param>
|
|
/// <param name="dump_level"></param>
|
|
void extract_shrub(const level_tools::shrub_types::DrawableTreeInstanceShrub* tree,
|
|
const std::string& debug_name,
|
|
const std::vector<level_tools::TextureRemap>& map,
|
|
const TextureDB& tex_db,
|
|
const std::vector<std::pair<int, int>>& expected_missing_textures,
|
|
tfrag3::Level& out,
|
|
bool dump_level,
|
|
GameVersion version);
|
|
|
|
} // namespace decompiler
|