This should fix (all?) 60fps interpolation issues left. (#938)
* This should fix (all?) 60fps interpolation issues left. Resolves #631 #917 * Update z_fishing.c * Re-adds Emil's interpolation in certain places. * move open/close disps out of if statments checking timer based vars, revert fishing to use recordopen/closed child * move disps out of ifs for morpha * use recordopen/recordclose for volv * recordopen/recordclose for ganondorf * switch back to recordopen/recordclose for ganondorf floor * Frame interpolation now uses a 64bit parameter rather than 32. * More 60fps fixes * Fix close child typo * add todo calls to recordopen/recordclose * fix build * revert long long frame interpolation * add some epochs * add more epochs * bongo epochs * the rest of the epochs * fix the typo fix the build * interpolation fixes pr cleanup * init/cleanup bongo epochs * bongo hand trails * Fixes niw feathers * Fixes bongo bongo hands, and replaces epoch * i with epoch + i * don't update epochs Co-authored-by: briaguya <briaguya@alice>
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@@ -47,6 +47,7 @@ void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
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elem->endXChange = elem->initialSpeed;
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elem->yaw = Rand_ZeroOne() * 65534.0f;
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elem->pitch = Rand_ZeroOne() * 65534.0f;
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elem->epoch++;
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}
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this->lightDecay = initParams->lightDecay;
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@@ -156,7 +157,6 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
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Color_RGBA8 primColor;
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Color_RGBA8 envColor;
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FrameInterpolation_RecordOpenChild(this, 0);
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OPEN_DISPS(gfxCtx);
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if (this != NULL) {
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@@ -182,6 +182,8 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
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gDPPipeSync(POLY_XLU_DISP++);
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for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
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FrameInterpolation_RecordOpenChild(elem, elem->epoch);
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Mtx* mtx;
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MtxF sp104;
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MtxF spC4;
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@@ -212,9 +214,10 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
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gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPVertex(POLY_XLU_DISP++, sVertices, 4, 0);
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gSP2Triangles(POLY_XLU_DISP++, 0, 1, 2, 0, 0, 3, 1, 0);
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FrameInterpolation_RecordCloseChild();
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}
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}
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CLOSE_DISPS(gfxCtx);
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FrameInterpolation_RecordCloseChild();
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}
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