diff --git a/src/ZeldaWindWaker/d_place_name.ts b/src/ZeldaWindWaker/d_place_name.ts index b54e05900..be302e836 100644 --- a/src/ZeldaWindWaker/d_place_name.ts +++ b/src/ZeldaWindWaker/d_place_name.ts @@ -89,6 +89,8 @@ export class d_place_name extends msg_class { const screen = globals.resCtrl.getObjectRes(ResType.Blo, `PName`, 0x04); + // @TODO: If we're on Outset Island (0), don't load any textures. Add support for BLO loading the default textures. + // The Outset Island image lives inside the arc. All others are loose files in 'res/placename/' let img: BTIData; if (globals.scnPlay.placenameIndex === Placename.OutsetIsland) { @@ -114,7 +116,10 @@ export class d_place_name extends msg_class { public override draw(globals: dGlobals, renderInstManager: GfxRenderInstManager, viewerInput: ViewerRenderInput): void { renderInstManager.setCurrentList(globals.dlst.ui[0]); - this.screen.draw(renderInstManager, viewerInput, null); + + // @TODO: This will be needed when drawing all Wind Waker 2D elements. It should be in dComIfG_play_c. + const ctx = new J2DGrafContext(globals.context.device, 0.0, 0.0, 608.0, 448.0, -1.0, 0.0); + this.screen.draw(renderInstManager, viewerInput, ctx); } public override execute(globals: dGlobals, deltaTimeFrames: number): void {