gpu: fix blinking cursor in estpolis.
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@ -673,10 +673,6 @@ static FORCEINLINE void _master_setFinalOBJColor(GPU *gpu, u8 *dst, u16 color, u
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return;
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}
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//this inspects the layer beneath the sprite to see if the current blend flags make it a candidate for blending
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const int bg_under = gpu->bgPixels[x];
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const bool allowBlend = (bg_under != 4) && gpu->blend2[bg_under];
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const bool sourceEffectSelected = gpu->blend1;
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//note that the fadein and fadeout is done here before blending,
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@ -685,14 +681,20 @@ static FORCEINLINE void _master_setFinalOBJColor(GPU *gpu, u8 *dst, u16 color, u
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if(windowEffect && sourceEffectSelected)
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switch(FUNC)
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{
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case Increase: if(!allowBlend) color = gpu->currentFadeInColors[color&0x7FFF]; break;
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case Decrease: if(!allowBlend) color = gpu->currentFadeOutColors[color&0x7FFF]; break;
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//zero 13-jun-2010 : if(allowBlend) was removed from these;
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//it should be possible to increase/decrease and also blend
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//(the effect would be increase, but the obj properties permit blending and the target layers are configured correctly)
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case Increase: color = gpu->currentFadeInColors[color&0x7FFF]; break;
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case Decrease: color = gpu->currentFadeOutColors[color&0x7FFF]; break;
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//only when blend color effect is selected, ordinarily opaque sprites are blended with the color effect params
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case Blend: forceBlendingForNormal = true; break;
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case None: break;
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}
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//this inspects the layer beneath the sprite to see if the current blend flags make it a candidate for blending
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const int bg_under = gpu->bgPixels[x];
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const bool allowBlend = (bg_under != 4) && gpu->blend2[bg_under];
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if(allowBlend)
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{
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