fix backwards depth buffer
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parent
fcaf169671
commit
9ac0aa22d8
1 changed files with 7 additions and 6 deletions
13
dlist.asm
13
dlist.asm
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@ -132,7 +132,7 @@ WriteDList:
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gTextureOff()
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gSetCombine(15,15,31,4,7,7,7,4, 15,15,31,4,7,7,7,7)
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gSetScissor(0, 0, 0, WIDTH, HEIGHT) // TODO: use mode enum
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gSetBlendColor(0,0,0,8)
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gSetBlendColor(0,0,0,0)
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gClipRatio(2)
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gSetZImage(VIDEO_Z_IMAGE)
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@ -168,7 +168,7 @@ if HIRES {
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gPipeSync()
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gViewport(viewport)
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gPerspNorm(0x41)
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gPerspNorm(PERSPECTIVE_NORMALIZATION)
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gMatrix(view_mat0, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION)
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gMatrix(view_mat1, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION)
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@ -176,7 +176,7 @@ if HIRES {
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gSetCombine(15,15,31,4,7,7,7,4, 15,15,31,4,7,7,7,7)
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gSetOtherMode(G_PM_NPRIMITIVE | G_CYC_1CYCLE | G_TP_NONE | G_TD_CLAMP | G_TL_TILE | G_TT_NONE | G_TF_AVERAGE | G_TC_FILT | G_CK_NONE | G_CD_MAGICSQ | G_AD_PATTERN, G_AC_NONE | G_ZS_PIXEL | Z_CMP | Z_UPD)
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// CULL_FRONT is dying on N64?
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gGeometryMode(0, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH)
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gGeometryMode(0, G_ZBUFFER | G_SHADE | G_CULL_FRONT | G_SHADING_SMOOTH)
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gSetSegment6(model)
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gMatrix(model_mat, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW)
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@ -210,9 +210,10 @@ viewport:
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view_mat0:
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Mat.X($0000'C000, $0000'0000, $0000'0000, $0000'0000)
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Mat.Y($0000'0000, $0001'0000, $0000'0000, $0000'0000)
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Mat.Z($0000'0000, $0000'0000, $FFFF'FF7D, $FFFF'0000)
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Mat.W($0000'0000, $0000'0000, $0000'CCC0, $0000'0000)
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Mat.Z($0000'0000, $0000'0000, $FFFE'FF00, $FFFF'0000)
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Mat.W($0000'0000, $0000'0000, $FFFD'FF00, $0000'0000)
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Mat.rix()
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constant PERSPECTIVE_NORMALIZATION($00FF)
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view_mat1:
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// xx 0x00, xy 0x02, xz 0x04, xw 0x06
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@ -235,7 +236,7 @@ macro _g(variable c, variable a, variable b) {
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dw (c << 24) | a, b
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}
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if 1 {
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if 0 {
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model: // a colorful cube
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constant S(0x400)
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// TODO: write a macro for this struct
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