Oops... the blending is forced only if the 3D layer has the highest prio, not if it's selected as 1st target...

This commit is contained in:
luigi__ 2009-01-21 19:25:08 +00:00
parent 83fb5e2223
commit fbd32a12da
1 changed files with 6 additions and 6 deletions

View File

@ -1223,7 +1223,7 @@ static BOOL setFinalOBJColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u
static BOOL setFinal3DColorSpecialNone(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
{
/* We must blend if the 3D layer has the highest prio */
if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
if((alpha < 16) && gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
u16 final = color;
@ -1302,7 +1302,7 @@ static BOOL setFinal3DColorSpecialIncrease(GPU *gpu, u32 passing, u8 *dst, u16 c
/* 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) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
if((alpha < 16) && gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
@ -1350,7 +1350,7 @@ static BOOL setFinal3DColorSpecialDecrease(GPU *gpu, u32 passing, u8 *dst, u16 c
/* 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) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
if((alpha < 16) && gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
@ -1400,7 +1400,7 @@ static BOOL setFinal3DColorSpecialNoneWnd(GPU *gpu, u32 passing, u8 *dst, u16 co
if(windowDraw)
{
/* We must blend if the 3D layer has the highest prio */
if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
if((alpha < 16) && gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
u16 final = color;
@ -1492,7 +1492,7 @@ static BOOL setFinal3DColorSpecialIncreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1
/* 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) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
if((alpha < 16) && gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];
@ -1546,7 +1546,7 @@ static BOOL setFinal3DColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1
/* 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) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
if((alpha < 16) && gpu->bg0HasHighestPrio)
{
int bg_under = gpu->bgPixels[x];