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[jak3] workaround for intro crash on screen filter (#3770)
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Simple workaround to put an effect in a different bucket. I don't think
there's a difference in the result, but this is just easier to handle on
the PC renderer side.

Co-authored-by: water111 <[email protected]>
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water111 and water111 authored Nov 17, 2024
1 parent 7543acf commit 24ad551
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Showing 2 changed files with 11 additions and 3 deletions.
4 changes: 2 additions & 2 deletions goal_src/jak3/game.gp
Original file line number Diff line number Diff line change
Expand Up @@ -549,7 +549,7 @@
"$OUT/iso/5COMMON.TXT"
"$OUT/iso/6COMMON.TXT"
"$OUT/iso/7COMMON.TXT"
"$OUT/iso/0SUBTI2.TXT"
"$OUT/iso/0SUBTI3.TXT"
)
)

Expand All @@ -560,7 +560,7 @@

(group "engine"
"$OUT/iso/0COMMON.TXT"
"$OUT/iso/0SUBTI2.TXT"
"$OUT/iso/0SUBTI3.TXT"
"$OUT/iso/KERNEL.CGO"
"$OUT/iso/GAME.CGO"
"$OUT/iso/VAGDIR.AYB"
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10 changes: 9 additions & 1 deletion goal_src/jak3/levels/desert/desert-dust-storm.gc
Original file line number Diff line number Diff line change
Expand Up @@ -718,7 +718,15 @@
(set! (-> a2-8 quad) (-> *time-of-day-context* current-fog fog-color quad))
(set! (-> a2-8 w) (* 128.0 f0-48))
(set! (-> this enabled-screen-filter?) #t)
(setup *screen-filter* a2-8 a2-8 10000.0 (bucket-id generic-sprite-1) #x20000 #x30003 #t)
(setup *screen-filter* a2-8 a2-8 10000.0
;;(bucket-id generic-sprite-1)
;; og:preserve-this
;; Modified to put this into a nearby bucket with same settings
;; that uses DirectRenderer in the C++ renderer.
;; otherwise, it goes to the Generic renderer, which doesn't know how to
;; handle drawing through Direct.
(bucket-id tex-hud-pris2)
#x20000 #x30003 #t)
)
)
)
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