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synced 2024-11-22 10:22:48 +01:00
- fix shadow and map rendering when bilinear filtering is on
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@ -1759,16 +1759,16 @@ void InitTannerShadow(void)
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if(GameLevel == 2) // [A] bug fix for vegas
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offs = 18;
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poly->u0 = tannerShadow_texture.coords.u1 / 4;
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poly->u0 = tannerShadow_texture.coords.u1 / 4 - 1;
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poly->v0 = tannerShadow_texture.coords.v1 + offs;
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poly->u1 = tannerShadow_texture.coords.u0 / 4;
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poly->u1 = tannerShadow_texture.coords.u0 / 4 + 1;
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poly->v1 = tannerShadow_texture.coords.v0 + offs;
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poly->u2 = tannerShadow_texture.coords.u3 / 4;
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poly->u2 = tannerShadow_texture.coords.u3 / 4 - 1;
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poly->v2 = tannerShadow_texture.coords.v3 + offs - 18;
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poly->u3 = tannerShadow_texture.coords.u2 / 4;
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poly->u3 = tannerShadow_texture.coords.u2 / 4 + 1;
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poly->v3 = tannerShadow_texture.coords.v2 + offs - 18;
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poly->tpage = getTPage(2, 0, rectTannerWindow.x, rectTannerWindow.y);
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@ -1360,8 +1360,16 @@ void DrawOverheadMap(void)
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{
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int tile;
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tile = maptile[j][i];
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width = MapTex[j].w;
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height = MapTex[i].h;
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width = MapTex[j].w - 1;
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height = MapTex[i].h - 1;
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#ifndef PSX
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// make map fully detailed when filtering is not available
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if (!g_bilinearFiltering)
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{
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width += 1;
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height += 1;
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}
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#endif
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spt = (POLY_FT4*)current->primptr;
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@ -1710,14 +1718,24 @@ void DrawFullscreenMap(void)
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back->u0 = px;
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back->v0 = py;
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back->u1 = px + 32;
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back->u1 = px + 31;
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back->v1 = py;
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back->u2 = px;
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back->v2 = py + 32;
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back->v2 = py + 31;
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back->u3 = px + 32;
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back->v3 = py + 32;
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back->u3 = px + 31;
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back->v3 = py + 31;
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#ifndef PSX
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// make map fully detailed when filtering is not available
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if (!g_bilinearFiltering)
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{
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back->u1 += 1;
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back->v2 += 1;
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back->v3 += 1;
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}
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#endif
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back->clut = MapClut;
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back->tpage = MapTPage;
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