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ac52be1a6c
Fix the bug described in https://github.com/open-goal/jak-project/issues/2882 where some shrubs are transparent when they shouldn't be. The problem was that we never carefully looked at the settings in `gs-prim`, which has a bit to enable/disable alpha blending entirely. Now it should be correct for both jak 1 and jak 2. To see this change, you'll need to re-extract. Also adds a setting to disable saving texture .pngs, to speed up decompilation. I left it on for jak 1 (to avoid confusion for texture swapping(, but off for jak 2 for now.
22 lines
580 B
C++
22 lines
580 B
C++
#pragma once
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#include <string>
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#include <unordered_set>
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#include "decompiler/data/TextureDB.h"
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namespace decompiler {
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struct ObjectFileData;
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struct TPageResultStats {
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int total_textures = 0;
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int successful_textures = 0;
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int num_px = 0;
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};
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TPageResultStats process_tpage(ObjectFileData& data,
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TextureDB& texture_db,
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const fs::path& output_path,
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const std::unordered_set<std::string>& animated_textures,
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bool save_pngs);
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} // namespace decompiler
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