Splashpack fixes, added GTE scaling option
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@@ -29,7 +29,7 @@ namespace SplashEdit.RuntimeCode
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/// <summary>
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/// Converts the object's mesh into a PlayStation-compatible mesh.
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/// </summary>
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public void CreatePSXMesh()
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public void CreatePSXMesh(float GTEScaling)
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{
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MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
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if (meshFilter != null)
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@@ -37,12 +37,12 @@ namespace SplashEdit.RuntimeCode
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if (MeshIsStatic)
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{
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// Static meshes take object transformation into account
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Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height, transform);
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Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, GTEScaling, Texture.Width, Texture.Height, transform);
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}
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else
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{
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// Dynamic meshes do not consider object transformation
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Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height);
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Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, GTEScaling, Texture.Width, Texture.Height);
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}
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}
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}
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