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Apr 11th, 2013
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  1. GX_SetBlendMode(GX_BM_BLEND, GX_BL_ZERO, GX_BL_SRCALPHA, GX_LO_SET);
  2. guMtxIdentity(model);
  3. guMtxScaleApply(model, model, BALL_SCALE*3, BALL_SCALE*3, BALL_SCALE*3);
  4. guMtxTransApply(model, model, alpha*ballInfo->location.x + (1-alpha)*ballInfo->lastLocation.x +
  5. -SHADOW_CONSTANT*(alpha*ballInfo->location.y + (1-alpha)*ballInfo->lastLocation.y),
  6. SHADOW_HEIGHT,
  7. alpha*ballInfo->location.z + (1-alpha)*ballInfo->lastLocation.z);
  8. guMtxConcat(view,model,modelview);
  9. GX_LoadPosMtxImm(modelview, GX_PNMTX0);
  10. guMtxInverse(modelview,mvi);
  11. guMtxTranspose(mvi,modelview);
  12. GX_LoadNrmMtxImm(modelview, GX_PNMTX0);
  13. // GX_LoadTexObj(&(ballTexture), GX_TEXMAP0);
  14. GX_CallDispList(shadowDisplayList, shadowListSize);
  15. GX_SetBlendMode(GX_BM_NONE, GX_BL_SRCALPHA, GX_BL_ONE, GX_LO_SET);
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