static game #1
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@@ -129,7 +129,7 @@ void GifSender::addClear(zbuffer_t *t_zBuffer)
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* @param objects3D Array of 3D objects pointers
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* @param amount Amount of 3D objects
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*/
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void GifSender::addObject(RenderData *t_renderData, Mesh *t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
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void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
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{
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if (!isAnyObjectAdded)
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{
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@@ -140,14 +140,14 @@ void GifSender::addObject(RenderData *t_renderData, Mesh *t_mesh, u32 vertexCoun
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tempDMATag = q;
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q++;
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q = draw_texture_sampling(q, 0, &t_mesh->lod);
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q = draw_texturebuffer(q, 0, textureBuffer, &t_mesh->clut);
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dw = (u64 *)draw_prim_start(q, 0, t_renderData->prim, &t_mesh->color);
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q = draw_texture_sampling(q, 0, &t_mesh.lod);
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q = draw_texturebuffer(q, 0, textureBuffer, &t_mesh.clut);
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dw = (u64 *)draw_prim_start(q, 0, t_renderData->prim, &t_mesh.color);
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xyz = new xyz_t[vertexCount];
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rgbaq = new color_t[vertexCount];
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st = new texel_t[vertexCount];
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calc3DObject(*t_renderData->perspective, *t_mesh, vertexCount, vertices, normals, coordinates, t_renderData, t_bulbs, t_bulbsCount);
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calc3DObject(*t_renderData->perspective, t_mesh, vertexCount, vertices, normals, coordinates, t_renderData, t_bulbs, t_bulbsCount);
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addCurrentCalcs(vertexCount);
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delete[] xyz;
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delete[] rgbaq;
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@@ -205,7 +205,7 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
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colors[i][0] = (t_mesh.color.r * lights[i][0] / 128.0F);
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colors[i][1] = (t_mesh.color.g * lights[i][1] / 128.0F);
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colors[i][2] = (t_mesh.color.b * lights[i][2] / 128.0F);
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vector_clamp(colors[i], colors[i], 0.00f, 1.99f);
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vector_clamp(colors[i], colors[i], 0.00F, 1.99F);
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}
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delete[] lightDirections;
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