sm64coopdx/docs/lua/examples/lighting-engine-demo/levels/canals/texture_include.inc.c
Agent X 3e540790a3
Basic Vertex Point Lighting Engine (#716)
* CONCEPT: Basic vertex lighting engine

Set the geometry mode on your model to G_LIGHTING_ENGINE_EXT, spawn a `bhvAmbientLight`, spawn some `bhvPointLight`s, and then you got yourself a mighty interesting scene.

* Fixes

* How did I miss this

* Make light set home pos
2025-03-27 16:36:02 -04:00

35 lines
1,017 B
C

Gfx canals_dl_dirt_rgba16_aligner[] = {gsSPEndDisplayList()};
u8 canals_dl_dirt_rgba16[] = {
#include "levels/canals/dirt.rgba16.inc.c"
};
Gfx canals_dl_concrete_rgba16_aligner[] = {gsSPEndDisplayList()};
u8 canals_dl_concrete_rgba16[] = {
#include "levels/canals/concrete.rgba16.inc.c"
};
Gfx canals_dl_debris_rgba16_aligner[] = {gsSPEndDisplayList()};
u8 canals_dl_debris_rgba16[] = {
#include "levels/canals/debris.rgba16.inc.c"
};
Gfx canals_dl_oldwall_rgba16_aligner[] = {gsSPEndDisplayList()};
u8 canals_dl_oldwall_rgba16[] = {
#include "levels/canals/oldwall.rgba16.inc.c"
};
Gfx canals_dl_rock_rgba16_aligner[] = {gsSPEndDisplayList()};
u8 canals_dl_rock_rgba16[] = {
#include "levels/canals/rock.rgba16.inc.c"
};
Gfx canals_dl_water_ci8_aligner[] = {gsSPEndDisplayList()};
u8 canals_dl_water_ci8[] = {
#include "levels/canals/water.ci8.inc.c"
};
Gfx canals_dl_water_pal_rgba16_aligner[] = {gsSPEndDisplayList()};
u8 canals_dl_water_pal_rgba16[] = {
#include "levels/canals/water.rgba16.pal"
};