Parse siblings after children. It's the only way to get Daytona water fall to look correct without h/w poly sorting.

This commit is contained in:
Ian Curtis 2018-05-03 18:37:49 +00:00
parent 3f9b1b76e5
commit 4d275ba49e

View file

@ -469,12 +469,6 @@ void CNew3D::DescendCullingNode(UINT32 addr)
matrixOffset = node[0x03 - m_offset] & 0xFFF;
lodTablePointer = (node[0x03 - m_offset] >> 12) & 0x7F;
if ((node[0x00] & 0x07) != 0x06) { // colour table seems to indicate no siblings
if (!(sibling2Ptr & 0x1000000) && sibling2Ptr) {
DescendCullingNode(sibling2Ptr); // no need to mask bit, would already be zero
}
}
if ((node[0x00] & 0x04)) {
m_colorTableAddr = ((node[0x03 - m_offset] >> 19) << 0) | ((node[0x07 - m_offset] >> 28) << 13) | ((node[0x08 - m_offset] >> 25) << 17);
m_colorTableAddr &= 0x000FFFFF; // clamp to 4MB (in words) range
@ -564,6 +558,13 @@ void CNew3D::DescendCullingNode(UINT32 addr)
// Restore old texture offsets
m_nodeAttribs.Pop();
// parse siblings
if ((node[0x00] & 0x07) != 0x06) { // colour table seems to indicate no siblings
if (!(sibling2Ptr & 0x1000000) && sibling2Ptr) {
DescendCullingNode(sibling2Ptr); // no need to mask bit, would already be zero
}
}
}
void CNew3D::DescendNodePtr(UINT32 nodeAddr)