minor fix to BG
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This commit is contained in:
Sonic Dreamcaster 2025-02-22 21:15:48 -03:00
parent 648cd21e92
commit e7538031e9

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@ -565,14 +565,14 @@ void Background_DrawBackdrop(void) {
case LEVEL_CORNERIA: case LEVEL_CORNERIA:
case LEVEL_VENOM_1: { case LEVEL_VENOM_1: {
Matrix_Push(&gGfxMatrix);
// Calculate vertical and horizontal offsets // Calculate vertical and horizontal offsets
f32 bgYpos = (gPlayer[gPlayerNum].camPitch * -6000.0f) - (gPlayer[gPlayerNum].cam.eye.y * 0.6f); f32 bgYpos = (gPlayer[gPlayerNum].camPitch * -6000.0f) - (gPlayer[gPlayerNum].cam.eye.y * 0.6f);
f32 sp13C = f32 playerCamYawDeg = Math_RadToDeg(gPlayer[gPlayerNum].camYaw);
Math_ModF(Math_RadToDeg(gPlayer[gPlayerNum].camYaw) * (-7280.0f / 360.0f) * 5.0f, 7280.0f); f32 sp13C = Math_ModF(playerCamYawDeg * (-7280.0f / 360.0f) * 5.0f, 7280.0f);
f32 corneriaCamYawDeg = Math_RadToDeg(gPlayer[0].camYaw);
if (gLevelMode == LEVELMODE_ON_RAILS) { if (gLevelMode == LEVELMODE_ON_RAILS) {
if (corneriaCamYawDeg < 180.0f) { if (playerCamYawDeg < 180.0f) {
sp13C = -(7280.0f - sp13C); sp13C = -(7280.0f - sp13C);
} }
} }
@ -588,12 +588,12 @@ void Background_DrawBackdrop(void) {
// Apply camera roll and translate matrix to the starting position (far left) // Apply camera roll and translate matrix to the starting position (far left)
Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY);
Matrix_Translate(gGfxMatrix, sp13C - 14560.0f, -2000.0f + bgYpos + bgCutsceneFix, -6000.0f, Matrix_Translate(gGfxMatrix, sp13C - (7280.0f * 2.0f), -2000.0f + bgYpos + bgCutsceneFix, -6000.0f,
MTXF_APPLY); MTXF_APPLY);
Matrix_SetGfxMtx(&gMasterDisp); Matrix_SetGfxMtx(&gMasterDisp);
// Render the textures across a wider range to cover the screen // Render the textures across a wider range to cover the screen
for (int i = 0; i < 10; i++) { for (int i = 0; i < 6; i++) {
if (skipInterpolation) { if (skipInterpolation) {
// @port Skip interpolation // @port Skip interpolation
FrameInterpolation_ShouldInterpolateFrame(false); FrameInterpolation_ShouldInterpolateFrame(false);
@ -625,8 +625,8 @@ void Background_DrawBackdrop(void) {
} }
} }
bgPrevPosX = sp13C; bgPrevPosX = sp13C;
break; Matrix_Pop(&gGfxMatrix);
} } break;
case LEVEL_VENOM_ANDROSS: // WIP case LEVEL_VENOM_ANDROSS: // WIP
if (gDrawBackdrop != 6) { if (gDrawBackdrop != 6) {