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https://github.com/Ed94/pikuma_ps1.git
synced 2026-08-25 02:20:33 +00:00
corrections
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@@ -113,8 +113,8 @@ I_ void resolve_look_at_c11(MT3_S2S4* look_at, P3_S4* eye, P3_S4* target, V3_S4*
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forward = target[0]; sub_v3s4(& forward, eye[0]); // RGA(Lengyel): Affine point - point = zero-weight direction.
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psy_normalize_v3s4(& forward, & uz); // RGA(Lengyel): Normalize the direction bulk. Not finite-point unitization.
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cross_v3s4(& uz, up_in, & right); normalize_v3s4(& right, & ux); // RGA(Lengyel): Complement(Wedge(forward, up_in)) -> right axis.
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cross_v3s4(& uz, & ux, & up); normalize_v3s4(& up, & uy); // RGA(Lengyel): Complement(Wedge(forward, right)) -> up axis.
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cross_v3s4(& uz, up_in, & right); psy_normalize_v3s4(& right, & ux); // RGA(Lengyel): Complement(Wedge(forward, up_in)) -> right axis.
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cross_v3s4(& uz, & ux, & up); psy_normalize_v3s4(& up, & uy); // RGA(Lengyel): Complement(Wedge(forward, right)) -> up axis.
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// RGA(Lengyel): matrix expansion of the world-to-camera rotation (basis rows).
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look_at->m[0][0] = ux.x; look_at->m[0][1] = ux.y; look_at->m[0][2] = ux.z;
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@@ -238,7 +238,6 @@ I_ void resolve_look_at(TapeBuilder_R tb, MT3_S2S4* look_at, P3_S4* eye, P3_S4*
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}
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FI_ void camera_look_at(TapeBuilder_R tb, Camera* c, P3_S4* target, V3_S4* up_in) { resolve_look_at(tb, & c->look_at, & c->pos, target, up_in); }
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GCC_OPTIMIZATION_DISABLE
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void update(PrimitiveArena* pa, U4* ordering_buf)
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{
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TapeBuilder tb = tb_make(slice_ut_arr(smem.MemTape));
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@@ -372,7 +371,6 @@ void update(PrimitiveArena* pa, U4* ordering_buf)
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// smem.floor.rot.y += 5;
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}
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}
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GCC_OPTIMIZATION_ENABLE
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void render(void) {
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}
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@@ -389,7 +387,6 @@ void gp_display_frame(DoubleBuffer* screen_buf, S4* active_buf_id, U4* ordering_
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active_buf_id[0] = ! active_buf_id[0]; // Swap current buffer
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}
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GCC_OPTIMIZATION_DISABLE
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int main(void)
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{
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smem = (SMemory){0};
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@@ -437,4 +434,3 @@ int main(void)
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};
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return 0;
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}
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GCC_OPTIMIZATION_ENABLE
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