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Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
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@ -81,7 +81,9 @@ public:
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bool is_efb_copy;
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bool is_custom_tex;
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bool may_have_overlapping_textures = true;
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bool tmem_only = false; // indicates that this texture only exists in the tmem cache
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bool tmem_only = false; // indicates that this texture only exists in the tmem cache
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bool has_arbitrary_mips = false; // indicates that the mips in this texture are arbitrary
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// content, aren't just downscaled
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unsigned int native_width,
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native_height; // Texture dimensions from the GameCube's point of view
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@ -224,7 +226,7 @@ private:
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TCacheEntry* DoPartialTextureUpdates(TCacheEntry* entry_to_update, u8* palette,
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TLUTFormat tlutfmt);
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void DumpTexture(TCacheEntry* entry, std::string basename, unsigned int level);
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void DumpTexture(TCacheEntry* entry, std::string basename, unsigned int level, bool is_arbitrary);
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void CheckTempSize(size_t required_size);
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TCacheEntry* AllocateCacheEntry(const TextureConfig& config);
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