@@ -9,7 +9,6 @@ extern "C" {
9
9
#include " objects/object_gi_soldout/object_gi_soldout.h"
10
10
#include " objects/object_ik/object_ik.h"
11
11
#include " objects/object_link_child/object_link_child.h"
12
- #include " objects/object_ru2/object_ru2.h"
13
12
14
13
uint32_t ResourceMgr_GameHasMasterQuest ();
15
14
uint32_t ResourceMgr_GameHasOriginal ();
@@ -189,25 +188,10 @@ void PatchIronKnuckleTextureOverflow() {
189
188
}
190
189
}
191
190
192
- void PatchPrincessRutoEaring () {
193
- // FAST3D: This is a hack for the issue of both TEXEL0 and TEXEL1 using the same texture with different settings.
194
- // Ruto's earring uses both TEXEL0 and TEXEL1 to render. The issue is that it never loads anything into TEXEL1, so
195
- // it reuses whatever happens to be there, which is the water temple brick texture. It just so happens that the
196
- // earring texture loads into the same place in TMEM as the brick texture, so when it comes to rendering, TEXEL1
197
- // uses the earring texture with different clamp settings, and it displays without noticeable error. However, both
198
- // texel samplers are not intended to be used for the same texture with different settings, so this misuse confuses
199
- // our texture cache, and we load the wrong settings for the earrings texture. This patch is a hack that replaces
200
- // TEXEL1 with TEXEL0, which is most likely the original intention, and all is well.
201
- ResourceMgr_PatchGfxByName (gAdultRutoHeadDL , " RutoEaringTileFix" , 162 ,
202
- gsDPSetCombineLERP (TEXEL0, 0 , PRIMITIVE, 0 , TEXEL0, 0 , ENVIRONMENT, 0 , 0 , 0 , 0 , COMBINED,
203
- TEXEL0, 0 , PRIM_LOD_FRAC, COMBINED));
204
- }
205
-
206
191
void ApplyAuthenticGfxPatches () {
207
192
PatchDekuStickTextureOverflow ();
208
193
PatchFreezardTextureOverflow ();
209
194
PatchIronKnuckleTextureOverflow ();
210
- PatchPrincessRutoEaring ();
211
195
}
212
196
213
197
// Patches the Sold Out GI DL to render the texture in the mirror boundary
0 commit comments