mirror of
https://github.com/open-goal/jak-project.git
synced 2024-11-26 16:00:52 +00:00
fix another jak 1 level name (#3503)
This commit is contained in:
parent
6569636abf
commit
cf79ca04e9
@ -180,9 +180,12 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
|
||||
bsp_header.read_from_file(bsp_file.linked_data, db.dts, &draw_stats, db.version());
|
||||
ASSERT((int)bsp_header.drawable_tree_array.trees.size() == bsp_header.drawable_tree_array.length);
|
||||
|
||||
// grrr.....
|
||||
if (db.version() == GameVersion::Jak1 && dgo_name == "TIT.DGO" && bsp_header.name == "intro") {
|
||||
// grrr.....
|
||||
bsp_header.name = "title";
|
||||
} else if (db.version() == GameVersion::Jak1 && dgo_name == "DEM.DGO" &&
|
||||
bsp_header.name == "intro") {
|
||||
bsp_header.name = "demo";
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -191,9 +191,6 @@ void first_tfrag_draw_setup(const TfragRenderSettings& settings,
|
||||
glUniform4f(glGetUniformLocation(id, "fog_color"), render_state->fog_color[0] / 255.f,
|
||||
render_state->fog_color[1] / 255.f, render_state->fog_color[2] / 255.f,
|
||||
render_state->fog_intensity / 255);
|
||||
|
||||
glUniform1f(glGetUniformLocation(id, "fog_hack_threshold"),
|
||||
render_state->version == GameVersion::Jak1 ? 0.005f : 0);
|
||||
}
|
||||
|
||||
void interp_time_of_day_slow(const math::Vector<s32, 4> itimes[4],
|
||||
|
@ -11,7 +11,6 @@ uniform float fog_min;
|
||||
uniform float fog_max;
|
||||
uniform sampler1D tex_T10; // note, sampled in the vertex shader on purpose.
|
||||
uniform int decal;
|
||||
uniform float fog_hack_threshold;
|
||||
|
||||
out vec4 fragment_color;
|
||||
out vec3 tex_coord;
|
||||
@ -62,12 +61,5 @@ void main() {
|
||||
fragment_color.a *= 2;
|
||||
}
|
||||
|
||||
// fog hack
|
||||
if (fragment_color.r < fog_hack_threshold &&
|
||||
fragment_color.g < fog_hack_threshold &&
|
||||
fragment_color.b < fog_hack_threshold) {
|
||||
fogginess = 0;
|
||||
}
|
||||
|
||||
tex_coord = tex_coord_in;
|
||||
}
|
||||
|
@ -11,7 +11,6 @@ uniform float fog_min;
|
||||
uniform float fog_max;
|
||||
uniform sampler1D tex_T10; // note, sampled in the vertex shader on purpose.
|
||||
uniform int decal;
|
||||
uniform float fog_hack_threshold;
|
||||
|
||||
out vec4 fragment_color;
|
||||
out vec3 tex_coord;
|
||||
@ -72,13 +71,6 @@ void main() {
|
||||
// tfrag/tie always use TCC=RGB, so even with decal, alpha comes from fragment.
|
||||
fragment_color.xyz = vec3(1.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
// fog hack
|
||||
if (fragment_color.r < fog_hack_threshold &&
|
||||
fragment_color.g < fog_hack_threshold &&
|
||||
fragment_color.b < fog_hack_threshold) {
|
||||
fogginess = 0;
|
||||
}
|
||||
|
||||
tex_coord = tex_coord_in;
|
||||
}
|
||||
|
@ -141,9 +141,11 @@
|
||||
(else
|
||||
(load-dbg "bsp relocate: ~A~%" this)
|
||||
;; everything is okay, link the bsp and level.
|
||||
;; og:preserve-this fix bad filename.
|
||||
;; og:preserve-this fix bad filenames
|
||||
(when (= (-> s5-0 name) 'title)
|
||||
(set! (-> this name) 'title))
|
||||
(when (= (-> s5-0 name) 'demo)
|
||||
(set! (-> this name) 'demo))
|
||||
(set! (-> s5-0 bsp) this)
|
||||
(set! (-> this level) s5-0)
|
||||
this
|
||||
|
Loading…
Reference in New Issue
Block a user