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Change addressing mode on title card rect to prevent wrapping on the left edge when HD textures are in use
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1 changed files with 4 additions and 2 deletions
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@ -1201,8 +1201,10 @@ RECOMP_PATCH void Message_DrawSceneTitleCard(PlayState* play, Gfx** gfxP) {
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gDPSetAlphaDither(gfx++, G_AD_NOTPATTERN);
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gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, msgCtx->textboxColorAlphaCurrent);
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gDPSetEnvColor(gfx++, 140, 40, 160, 255);
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gDPLoadTextureBlock(gfx++, gSceneTitleCardGradientTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 1, 0, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMIRROR | G_TX_WRAP, 6, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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// @recomp Use clamp as the addressing mode to prevent the texture from wrapping on the left edge, which can be visible
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// if HD textures are in use.
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gDPLoadTextureBlock(gfx++, gSceneTitleCardGradientTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 1, 0, G_TX_NOMIRROR | G_TX_CLAMP,
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G_TX_NOMIRROR | G_TX_CLAMP, 6, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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// @recomp Decrease dsdx from the original 204 to 200 in order to hide the glitching on the right edge.
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gSPTextureRectangle(gfx++, 0, XREG(77) << 2, 320 << 2, (XREG(77) + XREG(76)) << 2, G_TX_RENDERTILE, 0, 0, 200,
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1 << 10);
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