diff --git a/patches/terrain_transform_tagging.c b/patches/terrain_transform_tagging.c index 9cfa424..e705502 100644 --- a/patches/terrain_transform_tagging.c +++ b/patches/terrain_transform_tagging.c @@ -14,10 +14,10 @@ void Room_Draw(PlayState* play, Room* room, u32 flags) { // @recomp Tag the room's matrices if applicable. // Tag terrain as being ignored for interpolation, which prevents interpolation glitches where some pieces of terrain swap places when one comes into view. if (flags & ROOM_DRAW_OPA) { - gEXMatrixGroup(POLY_OPA_DISP++, G_EX_ID_IGNORE, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR); + gEXMatrixGroupNoInterpolate(POLY_OPA_DISP++, G_EX_PUSH, G_MTX_MODELVIEW); } if (flags & ROOM_DRAW_XLU) { - gEXMatrixGroup(POLY_XLU_DISP++, G_EX_ID_IGNORE, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR); + gEXMatrixGroupNoInterpolate(POLY_XLU_DISP++, G_EX_PUSH, G_MTX_MODELVIEW); } CLOSE_DISPS(play->state.gfxCtx);