modelRender.c documentation
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24
include/core2/modelRender.h
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24
include/core2/modelRender.h
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#ifndef _MODEL_RENDER_H_
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#define _MODEL_RENDER_H_
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#include <ultra64.h>
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#include "model.h"
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enum model_render_depth_mode_e{
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MODEL_RENDER_DEPTH_NONE = 0,
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MODEL_RENDER_DEPTH_FULL = 1,
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MODEL_RENDER_DEPTH_COMPARE = 2
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};
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BKAnimationList *model_getAnimationList(BKModelBin *arg0);
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BKTextureList *model_getTextureList(BKModelBin *arg0);
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void modelRender_reset(void);
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BKModelBin *modelRender_draw(Gfx **gfx, Mtx **mtx, f32 position[3], f32 arg3[3], f32 scale, f32*arg5, BKModelBin* model_bin);
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void modelRender_setDisplayList(BKGfxList *gfx_list);
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void modelRender_setTextureList(BKTextureList *textureList);
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void modelRender_setVertexList(BKVertexList *vertex_list);
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void modelRender_setDepthMode(enum model_render_depth_mode_e renderMode);
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#endif
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@@ -495,7 +495,7 @@ Struct80s *func_803358B4(void);
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void func_80335924(Struct80s *, enum asset_e anim_id, f32, f32);
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void func_80335A74(Struct80s *self, f32 arg1);
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void func_80335A94(Struct80s *, f32, s32);
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BKModelBin *func_803391A4(Gfx**, Mtx**, f32 [3], f32[3], f32, f32*, BKModelBin*);
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BKModelBin *modelRender_draw(Gfx**, Mtx**, f32 [3], f32[3], f32, f32*, BKModelBin*);
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void func_8033A280(f32);
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void func_80346C10(enum bs_e *retVal, enum bs_e fail_state, enum bs_e success_state, enum item_e item_id, int use_item);
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@@ -5,6 +5,7 @@
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#include "structs.h"
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#include "core2/animctrl.h"
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#include "core2/modelRender.h"
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typedef struct sprite_prop_s{
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u32 unk0_31:0xC;
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@@ -231,7 +232,7 @@ typedef struct actor_s{
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u32 unk124_31:12;
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u32 alpha_124_19:8;
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u32 unk124_11:2; //blend_mode?
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u32 unk124_9:2; //render_mode (passed to set_model_render_mode())
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u32 depth_mode:2; //render_mode (passed to modelRender_setDepthMode())
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u32 unk124_7:1;
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u32 unk124_6:1;
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u32 unk124_5:2;
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