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.
This commit is contained in:
Matthew Coppola committed 2024-11-15 03:16:33 -05:00
1 parent bc82328353
commit fb18da239f
2 files changed
+8 -6

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+3 -1
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@@ -80,7 +80,7 @@ Gfx *radarRenderBackground(Gfx *gdl, struct textureconfig *tconfig, s32 arg2, s3
texSelect(&gdl, tconfig, 2, 0, 0, 1, NULL);
func0f0b278c(&gdl, spb0, spa8, tconfig->width, tconfig->height,
0, 0, 1, 0, 0xff, 0, 40, tconfig->level > 0, 0);
0, 0, 0, 0, 0xff, 0, 40, tconfig->level > 0, 0);
gDPPipeSync(gdl++);
gDPSetColorDither(gdl++, G_CD_BAYER);
@@ -329,6 +329,7 @@ Gfx *radarRender(Gfx *gdl)
}
#ifndef PLATFORM_N64
gSPExtraGeometryModeEXT(gdl++, G_ASPECT_MODE_EXT, g_HudAlignModeR);
gDPSetSubpixelOffsetEXT(gdl++, -2, 2);
#endif
}
@@ -337,6 +338,7 @@ Gfx *radarRender(Gfx *gdl)
// Draw dots for human players
#ifndef PLATFORM_N64
gDPSetSubpixelOffsetEXT(gdl++, 0, 0);
if (!(g_MpSetup.options & MPOPTION_NOPLAYERONRADAR)) {
#endif
for (i = 0; i < playercount; i++) {