- Fixed code to compile: it's the last time I fix, at least check the changes to MAKE SURE THEY WORK AND COMPILE. Next time I'll just revert it.

This commit is contained in:
shashclp 2007-02-23 02:27:04 +00:00
parent e428ef71fc
commit 2eb5656ce6
1 changed files with 3 additions and 2 deletions

View File

@ -636,7 +636,8 @@ INLINE BOOL renderline_setFinalColor(GPU *gpu,u32 passing,u8 bgnum,u8 *dst,u16 c
u16 sourceFraction = (gpu->BLDALPHA & 0x1F),
sourceR, sourceG, sourceB,targetFraction;
if (!sourceFraction) return ;
if (!sourceFraction)
return 0;
/* no fraction of this BG to be showed, so don't do anything */
sourceR = ((color & 0x1F) * sourceFraction) >> 4 ;
/* weighted component from color to draw */
@ -1761,7 +1762,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l)
unsigned int masterBrightFactor = mBright->Factor;
u16 * colors = bright_more_colors[masterBrightFactor];
if (mBright.FactorEx)
if (mBright->FactorEx)
{
/* the formular would create only white, as (r + (31-r)) = 31 */
/* white = enable all bits */