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fix for day/night textures #2853
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fix for day/night textures #2853
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turns out the fix isn't working, i think the super hacky first fix for lon lon windows and deku tree entrance was |
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went back to the hacky fix that works, if someone can come up with a better fix that'd be cool, but if not i'd rather have the hacky fix in than no fix |
Archez
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Hacky solution works for me (knowing that we will revisit MQ texture handling as a whole later on).
Only other suggestion I can give is maybe using a macro/helper func to handle the multiple if mq mqTex else vanillaTex
#2764 and #2803 were causing corruption when using hd textures.
this updates all of the places where
gSPSegmentwas switched to usegSPSegmentLoadResin those PRs to instead manually check for MQ, and then callgSPSegmentwith the MQ version of the path.this is not accomplished in a clean way, the hackiness of the solution exists in
mq_asset_hacks.hi tried to find a clean solution but couldn't find one that would work with both:
i found the best way to verify both work is by having an hd textures otr generated using a
manifest.jsonfile made using only an mq otr.Build Artifacts