Fix TU19 Lighting Optimisation

This commit is contained in:
GabsPuNs
2026-05-17 01:16:07 -04:00
parent ea410d5da5
commit 9d4f9ab039
10 changed files with 2 additions and 2 deletions

View File

@@ -79,7 +79,7 @@ void Minimap::reloadColours()
int b = ((color) & 0xff) * br / 255;
// 4J - changed BYTE order to save having to reorder later
#if ( defined _DURANGO || defined _WIN64 || __PSVITA__ )
#if ( defined _DURANGO || defined _WINDOWS64 || __PSVITA__ )
LUT[i] = 255 << 24 | b << 16 | g << 8 | r;
#elif defined _XBOX
LUT[i] = 255 << 24 | r << 16 | g << 8 | b;

View File

@@ -944,7 +944,7 @@ void Tesselator::vertex(float x, float y, float z)
pShortData[5] = (static_cast<int>(v * 8192.0f)&0xffff);
int16_t u2 = ((int16_t*)&_tex2)[0];
int16_t v2 = ((int16_t*)&_tex2)[1];
#if defined _XBOX_ONE || defined __ORBIS__
#if defined _XBOX_ONE || defined __ORBIS__ || defined _WINDOWS64
// Optimisation - pack the second UVs into a single short (they could actually go in a BYTE), which frees up a short to store the x offset for this chunk in the vertex itself.
// This means that when rendering chunks, we don't need to update the vertex constants that specify the location for a chunk, when only the x offset has changed.
pShortData[6] = ( u2 << 8 ) | v2;