diff --git a/src/pc/gfx/gfx_pc.c b/src/pc/gfx/gfx_pc.c index 2bb823260..a89bcac74 100644 --- a/src/pc/gfx/gfx_pc.c +++ b/src/pc/gfx/gfx_pc.c @@ -25,7 +25,6 @@ #include "game/object_helpers.h" #include "game/rendering_graph_node.h" -#include "menu/intro_geo.h" #include "pc/configfile.h" #include "pc/debug_context.h" @@ -789,17 +788,8 @@ static void OPTIMIZE_O3 gfx_sp_vertex(size_t n_vertices, size_t dest_index, cons for (int32_t i = 0; i < rsp.current_num_lights - 1; i++) { calculate_normal_dir(&rsp.current_lights[i], rsp.current_lights_coeffs[i], applyLightingDir); } - Light_t lookat_x = {{0, 0, 0}, 0, {0, 0, 0}, 0, {0, 127, 0}, 0}; - Light_t lookat_y = {{0, 0, 0}, 0, {0, 0, 0}, 0, {127, 0, 0}, 0}; - // HACK: correct goddard env map shine texture orientation - // the proper fix would be making it so it automatically flips - // if the texture is an intensity alpha - if (gSkipInterpolationTitleScreen) { - lookat_x.dir[0] = 127; - lookat_x.dir[1] = 0; - lookat_y.dir[0] = 0; - lookat_y.dir[1] = 127; - } + static const Light_t lookat_x = {{0, 0, 0}, 0, {0, 0, 0}, 0, {0, 127, 0}, 0}; + static const Light_t lookat_y = {{0, 0, 0}, 0, {0, 0, 0}, 0, {127, 0, 0}, 0}; calculate_normal_dir(&lookat_x, rsp.current_lookat_coeffs[0], applyLightingDir); calculate_normal_dir(&lookat_y, rsp.current_lookat_coeffs[1], applyLightingDir); rsp.lights_changed = false;