Added missing change for new matrix group macros

This commit is contained in:
Mr-Wiseguy 2024-02-26 10:15:15 -05:00
parent c0fa6d7c82
commit b35d7c2cce

View File

@ -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);