port: don't use G_RM_NOOP2 with non-noop 1cyc modes

this ALMOST fixes sparks and blood splatter
This commit is contained in:
fgsfds committed 2023-09-01 17:56:00 +02:00
1 parent b0d97bde89
commit e5e685902c
3 files changed
+5 -5

No files matched your search

+2 -2
View File
@@ -211,7 +211,7 @@ Gfx *bviewPrepareStaticRgba16(Gfx *gdl, u32 colour, u32 alpha)
gDPSetTexturePersp(gdl++, G_TP_NONE);
gDPSetColorDither(gdl++, G_CD_DISABLE);
gDPSetAlphaDither(gdl++, G_AD_NOISE);
gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_NOOP2);
gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
return gdl;
}
@@ -245,7 +245,7 @@ Gfx *bviewPrepareStaticI8(Gfx *gdl, u32 colour, u32 alpha)
gDPSetTexturePersp(gdl++, G_TP_NONE);
gDPSetColorDither(gdl++, G_CD_DISABLE);
gDPSetAlphaDither(gdl++, G_AD_NOISE);
gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_NOOP2);
gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
return gdl;
}
+1 -1
View File
@@ -335,7 +335,7 @@ Gfx *sparksRender(Gfx *gdl)
gDPSetCycleType(gdl++, G_CYC_1CYCLE);
gDPSetColorDither(gdl++, G_CD_DISABLE);
gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_NOOP2);
gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2);
gDPSetAlphaCompare(gdl++, G_AC_NONE);
gDPSetTextureLOD(gdl++, G_TL_TILE);
gDPSetTextureConvert(gdl++, G_TC_FILT);
+2 -2
View File
@@ -823,7 +823,7 @@ Gfx *weatherRenderRain(Gfx *gdl, struct weatherdata *weather, s32 arg2)
gDPSetCycleType(gdl++, G_CYC_1CYCLE);
gDPSetColorDither(gdl++, G_CD_DISABLE);
gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_NOOP2);
gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2);
gDPSetAlphaCompare(gdl++, G_AC_NONE);
gDPSetTextureLOD(gdl++, G_TL_TILE);
gDPSetTextureConvert(gdl++, G_TC_FILT);
@@ -2902,7 +2902,7 @@ Gfx *weatherRenderSnow(Gfx *gdl, struct weatherdata *weather, s32 arg2)
gDPSetCycleType(gdl++, G_CYC_1CYCLE);
gDPSetColorDither(gdl++, G_CD_DISABLE);
gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_NOOP2);
gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2);
gDPSetAlphaCompare(gdl++, G_AC_NONE);
gDPSetTextureLOD(gdl++, G_TL_TILE);
gDPSetTextureConvert(gdl++, G_TC_FILT);