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DirectX12 compiles with legacy defines, but the executable crashes on startup, need to start from square one to see which changes breaks it, but I already suspect it's due to framebuffers. I might also commit some small f3d updates to current repo because I'm looking when lus first updated it's combiner code and it's transition from C to C++ code. |
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Updates F3D rendering to the one used in libultraship.
When Ocarina of Time got a PC Port (Ship of Harkinian) back in 2022, i had the goal to update the render to get more effects to work since on SM64 the render was minimal of what the game only uses.
Another point of interest is point lighting (no pun intended) since it was added to Majora's Mask PC Port (2 Ship 2 Harkinian)
Supports OpenGL and DirectX11 so far, and due to structure changes, other builds are likely broken and need fixing.
TODO:
libultraship. The version from this PR is from late 2022.FUTURE:
FIXES:
Dark Sand in Shifting Sand Land properly renders now.
BUGS:
Window actions config values and options don't work (eg: Reset Window)
Mouse support is disabled due to SDL2 changes.
DirectX11 always uses nearest filltering.
Shindou Mario Head easter egg doesn't work due to different implementation of framebuffers.