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>
This commit is contained in:
Kenix3
2022-08-03 22:36:13 -04:00
committed by GitHub
parent fe02818d51
commit 0f7a88bd5a
72 changed files with 474 additions and 35 deletions

View File

@@ -47,6 +47,7 @@ void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
elem->endXChange = elem->initialSpeed;
elem->yaw = Rand_ZeroOne() * 65534.0f;
elem->pitch = Rand_ZeroOne() * 65534.0f;
elem->epoch++;
}
this->lightDecay = initParams->lightDecay;
@@ -156,7 +157,6 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
Color_RGBA8 primColor;
Color_RGBA8 envColor;
FrameInterpolation_RecordOpenChild(this, 0);
OPEN_DISPS(gfxCtx);
if (this != NULL) {
@@ -182,6 +182,8 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
gDPPipeSync(POLY_XLU_DISP++);
for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
FrameInterpolation_RecordOpenChild(elem, elem->epoch);
Mtx* mtx;
MtxF sp104;
MtxF spC4;
@@ -212,9 +214,10 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_XLU_DISP++, sVertices, 4, 0);
gSP2Triangles(POLY_XLU_DISP++, 0, 1, 2, 0, 0, 3, 1, 0);
FrameInterpolation_RecordCloseChild();
}
}
CLOSE_DISPS(gfxCtx);
FrameInterpolation_RecordCloseChild();
}