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Tweak scroll fog logic again .. should fix missing 2d fogging in Spikeout.
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@ -104,6 +104,7 @@ void CNew3D::DrawScrollFog()
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// daytona - doesn't seem to use scroll fog at all. Will set scroll values for the first viewports, the end ones contain no scroll values
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// vf3 - first viewport only has it set. But set with highest select value ?? Rest of the viewports in priority layer contain a lower select value
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// sega bassfishing - first viewport in priority 1 sets scroll value. The rest all contain the wrong value + a higher select value ..
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// spikeout final - 2nd viewport has scroll values set, none of the others do. It also uses the highest select value
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// known bug (vf3) - if you complete the game on a stage that has fogging, that fogging gets carried over into the credits. I did a binary diff on the viewport, it's never updated from the previous stage, neither is the data it's pointing at. Either a game or emulation bug.
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@ -114,7 +115,10 @@ void CNew3D::DrawScrollFog()
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for (auto &n : m_nodes) {
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if (n.viewport.priority == i) {
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if (!vp || n.viewport.select == vp->select) {
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if (!vp && n.viewport.scrollFog) {
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vp = &n.viewport; // only start grabbing viewports if there is a scroll value
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}
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else if(vp && n.viewport.select == vp->select) {
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vp = &n.viewport; // grab the last viewport with the same select value ??
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}
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}
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