diff --git a/src/game/bondview.c b/src/game/bondview.c index c6d2c80af..75187c941 100644 --- a/src/game/bondview.c +++ b/src/game/bondview.c @@ -357,6 +357,60 @@ glabel bviewRenderLensRect /* f141ed0: 00801025 */ or $v0,$a0,$zero ); +// Mismatch due to wildly different codegen +//Gfx *bviewRenderLensRect(Gfx *gdl, s32 arg1, s32 arg2, s32 arg3, s32 arg4, f32 arg5, s32 left, s32 width) +//{ +// if (width > 320) { +// s32 sp70 = width / 2; +// +// if (sp70); +// +// gDPSetTextureImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, ((viGetX() * arg2 + left) * 2 + arg1)); +// gDPLoadBlock(gdl++, arg3, 0, 0, sp70 - 1, 0); +// gSPTextureRectangle(gdl++, +// left << 2, +// arg4 << 2, +// (left + sp70) << 2, +// (arg4 + 1) << 2, +// G_TX_RENDERTILE, +// (width - width / arg5) * 16.0f, +// 0, +// (s32)(1024.0f / arg5), +// 1024); +// +// left += sp70; +// +// gDPSetTextureImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, ((viGetX() * arg2 + left) * 2 + arg1)); +// gDPLoadBlock(gdl++, arg3, 0, 0, sp70 - 1, 0); +// gSPTextureRectangle(gdl++, +// left << 2, +// arg4 << 2, +// (left + sp70) << 2, +// (arg4 + 1) << 2, +// G_TX_RENDERTILE, +// 0, +// 0, +// (s32)(1024.0f / arg5), +// 1024); +// +// } else { +// gDPSetTextureImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, ((viGetX() * arg2 + left) * 2 + arg1)); +// gDPLoadBlock(gdl++, arg3, 0, 0, width - 1, 0); +// gSPTextureRectangle(gdl++, +// left << 2, +// arg4 << 2, +// (left + width) << 2, +// (arg4 + 1) << 2, +// G_TX_RENDERTILE, +// (width - width / arg5) * 16.0f, +// 0, +// (s32)(1024.0f / arg5), +// 1024); +// } +// +// return gdl; +//} + Gfx *bviewRenderFisheyeRect(Gfx *gdl, s32 arg1, f32 arg2, s32 arg3, s32 arg4) { if (arg2 < 1) { diff --git a/src/include/game/bondview.h b/src/include/game/bondview.h index 33e2feb75..70e925536 100644 --- a/src/include/game/bondview.h +++ b/src/include/game/bondview.h @@ -4,7 +4,7 @@ #include "types.h" Gfx *bviewRenderIrRect(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2); -Gfx *bviewRenderLensRect(Gfx *gdl, u32 arg1, s32 top, u32 arg3, s32 arg4, f32 arg5, s32 left, s32 width); +Gfx *bviewRenderLensRect(Gfx *gdl, s32 arg1, s32 top, s32 arg3, s32 arg4, f32 arg5, s32 left, s32 width); Gfx *bviewRenderFisheyeRect(Gfx *gdl, s32 arg1, f32 arg2, s32 arg3, s32 arg4); Gfx *bviewPrepareStaticRgba16(Gfx *gdl, u32 colour, u32 alpha); Gfx *bviewPrepareStaticI8(Gfx *gdl, u32 colour, u32 alpha);