Fixed some PR derps
This commit is contained in:
@@ -128,7 +128,7 @@ namespace SplashEdit.RuntimeCode
|
||||
Vector3 wv = transform.TransformPoint(vertices[index]);
|
||||
// Transform the normals to world space.
|
||||
Vector3 wn = transform.TransformDirection(smoothNormals[index]).normalized;
|
||||
// Compute lighting for each vertex (this can be a custom function).
|
||||
// Compute lighting for each vertex.
|
||||
Color c = PSXLightingBaker.ComputeLighting(wv, wn);
|
||||
// Convert vertex to PSX format, including fixed-point conversion and shading.
|
||||
return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index], psxTexture?.Width, psxTexture?.Height, c);
|
||||
@@ -148,7 +148,7 @@ namespace SplashEdit.RuntimeCode
|
||||
}
|
||||
|
||||
// Add the constructed triangle to the mesh.
|
||||
psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid0), v2 = convertData(vid0), Texture = psxTexture });
|
||||
psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid1), v2 = convertData(vid2), Texture = psxTexture });
|
||||
}
|
||||
}
|
||||
|
||||
@@ -187,9 +187,9 @@ namespace SplashEdit.RuntimeCode
|
||||
v = (byte)Mathf.Clamp((1.0f - uv.y) * (height - 1), 0, 255),
|
||||
|
||||
// Apply lighting to the colors.
|
||||
r = Utils.Clamp0255(color.r),
|
||||
g = Utils.Clamp0255(color.g),
|
||||
b = Utils.Clamp0255(color.b),
|
||||
r = Utils.ColorUnityToPSX(color.r),
|
||||
g = Utils.ColorUnityToPSX(color.g),
|
||||
b = Utils.ColorUnityToPSX(color.b),
|
||||
};
|
||||
|
||||
return psxVertex;
|
||||
|
||||
Reference in New Issue
Block a user