BBox: read from the proper world matrix index when transforming vertexes to screen coordinates.

Fixes some remaining bbox related bugs in Mickey's Magical Mirror and a slight graphical glitch in Paper Mario: TTYD when flipping and Vivian as your companion (I've been scratching my head for days to find this one).
This commit is contained in:
crudelios 2014-01-25 18:04:15 +00:00
parent cdfe58f7ed
commit 5f14f0e3ce
1 changed files with 5 additions and 3 deletions

View File

@ -27,7 +27,6 @@
//BBox
#include "XFMemory.h"
extern float GC_ALIGNED16(g_fProjectionMatrix[16]);
#ifndef _M_GENERIC
#ifndef __APPLE__
#define USE_JIT
@ -45,7 +44,7 @@ NativeVertexFormat *g_nativeVertexFmt;
// Matrix components are first in GC format but later in PC format - we need to store it temporarily
// when decoding each vertex.
static u8 s_curposmtx;
static u8 s_curposmtx = MatrixIndexA.PosNormalMtxIdx;
static u8 s_curtexmtx[8];
static int s_texmtxwrite = 0;
static int s_texmtxread = 0;
@ -101,6 +100,9 @@ void LOADERDECL PosMtx_Write()
DataWrite<u8>(0);
DataWrite<u8>(0);
DataWrite<u8>(0);
// Resetting current position matrix to default is needed for bbox to behave
s_curposmtx = (u8) MatrixIndexA.PosNormalMtxIdx;
}
void LOADERDECL UpdateBoundingBoxPrepare()
@ -219,7 +221,7 @@ void LOADERDECL UpdateBoundingBox()
// We need to get the raw projection values for the bounding box calculation
// to work properly. That means, no projection hacks!
const float * const orig_point = s_bbox_vertex_buffer;
const float * const world_matrix = (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
const float * const world_matrix = (float*)xfmem + s_curposmtx * 4;
const float * const proj_matrix = xfregs.projection.rawProjection;
// Transform by world matrix