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Rendermode internal simplification #271
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I still need to try this but code looks ok to me, I don't have a lot to say about it
Good changes! While checking the material presets to see if they're consistent with the warnings you added, I noticed
And unrelated but this is weird as well?
EDIT: actually these last two have |
for the merge conflicts, same suggestion as #280 (comment) |
I apologize for what's going to be a delay--I see you have a couple more comments which didn't show up in the code viewer page for some reason, which I haven't addressed. I'm going to be out of town for a bit soon so it'll be a while before I can get back to this. |
From gbi.h:
So this is doing
No? It sets the four entries to "enum item 0" for each, which is |
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I reviewed again and tested, import works but fog preview has issues I think
Here's what Fast64 shows me with the intro setup (first cutscene header of hyrule field)
Here's how it is in-game:
I'm not sure if this was already broken or not but I noticed preview looked different so I wanted to try
Otherwise the code itself is ok to me
The difference between Fast64 and in game is present in main as well, so that won't be addressed in this PR. However, there was a bug where rendermode bits were not updated from rendermode presets when creating a material from a preset in code, which led to collision meshes not having fog on this branch. This has been fixed, now the fog appearance in Blender of an imported scene looks the same between main and this branch. |
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@Yanis42 ?
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sorry for the delay
Like some of my other PRs, this started as a simple fix--make the fog controls show up under Sources if fog color or fog alpha are being used in the rendermode, even if fog is not enabled in the geometry mode. This turned into three main changes: