forked from Ports/perfect_dark
Move subpixel offset code & fix radar UV map
The subpixel offset code has been moved into the draw_rectangle function, so it can be applied to more than just the fill_rectangle function. The radar texture was displaced along its V component and has been corrected. It has also been subpixel-adjusted to align with the player's radar dot.
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@@ -80,7 +80,7 @@ Gfx *radarRenderBackground(Gfx *gdl, struct textureconfig *tconfig, s32 arg2, s3
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texSelect(&gdl, tconfig, 2, 0, 0, 1, NULL);
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func0f0b278c(&gdl, spb0, spa8, tconfig->width, tconfig->height,
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0, 0, 1, 0, 0xff, 0, 40, tconfig->level > 0, 0);
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0, 0, 0, 0, 0xff, 0, 40, tconfig->level > 0, 0);
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gDPPipeSync(gdl++);
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gDPSetColorDither(gdl++, G_CD_BAYER);
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@@ -329,6 +329,7 @@ Gfx *radarRender(Gfx *gdl)
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}
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#ifndef PLATFORM_N64
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gSPExtraGeometryModeEXT(gdl++, G_ASPECT_MODE_EXT, g_HudAlignModeR);
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gDPSetSubpixelOffsetEXT(gdl++, -2, 2);
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#endif
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}
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@@ -337,6 +338,7 @@ Gfx *radarRender(Gfx *gdl)
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// Draw dots for human players
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#ifndef PLATFORM_N64
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gDPSetSubpixelOffsetEXT(gdl++, 0, 0);
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if (!(g_MpSetup.options & MPOPTION_NOPLAYERONRADAR)) {
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#endif
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for (i = 0; i < playercount; i++) {
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