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DS: Sacrifice fog so UI doesn't clip so much with terrain
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@ -208,7 +208,10 @@ void Gfx_ClearColor(PackedCol color) {
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void Gfx_EndFrame(void) {
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// W buffering is used for fog
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GFX_FLUSH = GL_WBUFFERING;
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// Unfortunately this results in 2D UI clipping into the world
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//GFX_FLUSH = GL_WBUFFERING;
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GFX_FLUSH = 0;
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// TODO not needed?
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swiWaitForVBlank();
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}
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@ -708,7 +711,7 @@ static void SetPolygonMode() {
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u32 fmt =
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POLY_ALPHA(blend ? 14 : 31) |
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(backfaceCull ? POLY_CULL_BACK : POLY_CULL_NONE) |
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(fogEnabled ? POLY_FOG : 0) |
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//(fogEnabled ? POLY_FOG : 0) | fog breaks UI
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POLY_RENDER_FAR_POLYS |
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POLY_RENDER_1DOT_POLYS;
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@ -747,10 +750,11 @@ static void RecalculateFog() {
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glFogShift(shift);
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GFX_FOG_OFFSET = 0;
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for (int i = 0; i < 32; i++) {
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for (int i = 0; i < 32; i++)
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{
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int distance = (i * 512 + 256) * (0x400 >> shift);
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int intensity = distance * 127 / fogEnd;
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if(intensity > 127) intensity = 127;
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if (intensity > 127) intensity = 127;
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GFX_FOG_TABLE[i] = intensity;
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}
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@ -435,8 +435,8 @@ static unsigned cert_verifier_end_chain(const br_x509_class** ctx) {
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}
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typedef struct SSLContext {
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br_ssl_client_context sc;
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br_x509_minimal_context xc;
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br_ssl_client_context sc;
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unsigned char iobuf[BR_SSL_BUFSIZE_BIDI];
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br_sslio_context ioc;
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cc_result readError, writeError;
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