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6 changed files with 4 additions and 25 deletions

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@ -10,7 +10,7 @@ include $(DEVKITARM)/3ds_rules
export CITRO3D_MAJOR := 1
export CITRO3D_MINOR := 7
export CITRO3D_PATCH := 1
export CITRO3D_PATCH := 0
VERSION := $(CITRO3D_MAJOR).$(CITRO3D_MINOR).$(CITRO3D_PATCH)

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@ -77,14 +77,6 @@ enum
void C3D_LightEnvFresnel(C3D_LightEnv* env, GPU_FRESNELSEL selector);
void C3D_LightEnvBumpMode(C3D_LightEnv* env, GPU_BUMPMODE mode);
void C3D_LightEnvBumpSel(C3D_LightEnv* env, int texUnit);
/**
* @brief Configures whether to use the z component of the normal map.
* @param[out] env Pointer to light environment structure.
* @param[in] enable false if the z component is reconstructed from the xy components
* of the normal map, true if the z component is taken from the normal map.
*/
void C3D_LightEnvBumpNormalZ(C3D_LightEnv *env, bool enable);
void C3D_LightEnvShadowMode(C3D_LightEnv* env, u32 mode);
void C3D_LightEnvShadowSel(C3D_LightEnv* env, int texUnit);
void C3D_LightEnvClampHighlights(C3D_LightEnv* env, bool clamp);

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@ -13,12 +13,7 @@
* The one true circumference-to-radius ratio.
* See http://tauday.com/tau-manifesto
*/
#define M_TAU (6.28318530717958647692528676655900576)
// Define the legacy circle constant as well
#ifndef M_PI
#define M_PI (M_TAU/2)
#endif
#define M_TAU (2*M_PI)
/**
* @brief Convert an angle from revolutions to radians

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@ -41,7 +41,7 @@ typedef struct
};
} C3D_Tex;
typedef struct CTR_ALIGN(8)
typedef struct ALIGN(8)
{
u16 width;
u16 height;

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@ -38,7 +38,7 @@ extern "C" {
#endif
/** @brief Subtexture
* @note If top < bottom, the subtexture is rotated 1/4 revolution counter-clockwise
* @note If top > bottom, the subtexture is rotated 1/4 revolution counter-clockwise
*/
typedef struct Tex3DS_SubTexture
{

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@ -250,14 +250,6 @@ void C3D_LightEnvBumpSel(C3D_LightEnv* env, int texUnit)
env->flags |= C3DF_LightEnv_Dirty;
}
void C3D_LightEnvBumpNormalZ(C3D_LightEnv *env, bool usez) {
if (usez)
env->conf.config[0] |= BIT(30);
else
env->conf.config[0] &= ~BIT(30);
env->flags |= C3DF_LightEnv_Dirty;
}
void C3D_LightEnvShadowMode(C3D_LightEnv* env, u32 mode)
{
mode &= 0xF<<16;