diff --git a/desmume/src/GPU.cpp b/desmume/src/GPU.cpp index 1b3d61969..2ce3d76ad 100644 --- a/desmume/src/GPU.cpp +++ b/desmume/src/GPU.cpp @@ -149,7 +149,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialNone(int dstX, int srcX) DECL3D; // We must blend if the 3D layer has the highest prio - if((alpha < 16) && bg0HasHighestPrio) + if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio) { int bg_under = bgPixels[dstX]; u16 final = color; @@ -187,7 +187,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialBlend(int dstX, int srcX) // We can blend if the 3D layer is selected as 1st target, //but also if the 3D layer has the highest prio. - if((alpha < 16) && ((BLDCNT & 0x1) || bg0HasHighestPrio)) + if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && ((BLDCNT & 0x1) || bg0HasHighestPrio)) { int bg_under = bgPixels[x]; u16 final = color; @@ -227,7 +227,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialIncrease(int dstX, int srcX) // We must blend if the 3D layer has the highest prio // But it doesn't seem to have priority over fading, // unlike semi-transparent sprites - if((alpha < 16) && bg0HasHighestPrio) + if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio) { int bg_under = bgPixels[x]; @@ -275,7 +275,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialDecrease(int dstX, int srcX) // We must blend if the 3D layer has the highest prio // But it doesn't seem to have priority over fading // unlike semi-transparent sprites - if((alpha < 16) && bg0HasHighestPrio) + if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio) { int bg_under = bgPixels[x]; @@ -325,7 +325,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialNoneWnd(int dstX, int srcX) if(windowDraw) { // We must blend if the 3D layer has the highest prio - if((alpha < 16) && bg0HasHighestPrio) + if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio) { int bg_under = bgPixels[x]; u16 final = color; @@ -370,7 +370,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialBlendWnd(int dstX, int srcX) { // We can blend if the 3D layer is selected as 1st target, // but also if the 3D layer has the highest prio. - if((alpha < 16) && (((BLDCNT & 0x1) && windowEffect) || bg0HasHighestPrio)) + if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && (((BLDCNT & 0x1) && windowEffect) || bg0HasHighestPrio)) { int bg_under = bgPixels[x]; u16 final = color; @@ -417,7 +417,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialIncreaseWnd(int dstX, int srcX) // We must blend if the 3D layer has the highest prio // But it doesn't seem to have priority over fading, // unlike semi-transparent sprites - if((alpha < 16) && bg0HasHighestPrio) + if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio) { int bg_under = bgPixels[x]; @@ -471,7 +471,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialDecreaseWnd(int dstX, int srcX) // We must blend if the 3D layer has the highest prio // But it doesn't seem to have priority over fading, // unlike semi-transparent sprites - if((alpha < 16) && bg0HasHighestPrio) + if((alpha < 16)) ////zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio) { int bg_under = bgPixels[x];