Oops... the blending is forced only if the 3D layer has the highest prio, not if it's selected as 1st target...
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@ -1223,7 +1223,7 @@ static BOOL setFinalOBJColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u
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static BOOL setFinal3DColorSpecialNone(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
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static BOOL setFinal3DColorSpecialNone(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
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{
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{
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/* We must blend if the 3D layer has the highest prio */
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/* We must blend if the 3D layer has the highest prio */
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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if((alpha < 16) && gpu->bg0HasHighestPrio)
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{
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{
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int bg_under = gpu->bgPixels[x];
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int bg_under = gpu->bgPixels[x];
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u16 final = color;
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u16 final = color;
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@ -1302,7 +1302,7 @@ static BOOL setFinal3DColorSpecialIncrease(GPU *gpu, u32 passing, u8 *dst, u16 c
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/* We must blend if the 3D layer has the highest prio */
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/* We must blend if the 3D layer has the highest prio */
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/* But it doesn't seem to have priority over fading, */
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/* But it doesn't seem to have priority over fading, */
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/* unlike semi-transparent sprites */
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/* unlike semi-transparent sprites */
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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if((alpha < 16) && gpu->bg0HasHighestPrio)
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{
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{
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int bg_under = gpu->bgPixels[x];
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int bg_under = gpu->bgPixels[x];
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@ -1350,7 +1350,7 @@ static BOOL setFinal3DColorSpecialDecrease(GPU *gpu, u32 passing, u8 *dst, u16 c
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/* We must blend if the 3D layer has the highest prio */
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/* We must blend if the 3D layer has the highest prio */
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/* But it doesn't seem to have priority over fading, */
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/* But it doesn't seem to have priority over fading, */
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/* unlike semi-transparent sprites */
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/* unlike semi-transparent sprites */
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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if((alpha < 16) && gpu->bg0HasHighestPrio)
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{
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{
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int bg_under = gpu->bgPixels[x];
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int bg_under = gpu->bgPixels[x];
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@ -1400,7 +1400,7 @@ static BOOL setFinal3DColorSpecialNoneWnd(GPU *gpu, u32 passing, u8 *dst, u16 co
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if(windowDraw)
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if(windowDraw)
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{
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{
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/* We must blend if the 3D layer has the highest prio */
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/* We must blend if the 3D layer has the highest prio */
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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if((alpha < 16) && gpu->bg0HasHighestPrio)
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{
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{
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int bg_under = gpu->bgPixels[x];
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int bg_under = gpu->bgPixels[x];
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u16 final = color;
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u16 final = color;
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@ -1492,7 +1492,7 @@ static BOOL setFinal3DColorSpecialIncreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1
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/* We must blend if the 3D layer has the highest prio */
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/* We must blend if the 3D layer has the highest prio */
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/* But it doesn't seem to have priority over fading, */
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/* But it doesn't seem to have priority over fading, */
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/* unlike semi-transparent sprites */
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/* unlike semi-transparent sprites */
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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if((alpha < 16) && gpu->bg0HasHighestPrio)
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{
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{
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int bg_under = gpu->bgPixels[x];
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int bg_under = gpu->bgPixels[x];
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@ -1546,7 +1546,7 @@ static BOOL setFinal3DColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1
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/* We must blend if the 3D layer has the highest prio */
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/* We must blend if the 3D layer has the highest prio */
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/* But it doesn't seem to have priority over fading, */
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/* But it doesn't seem to have priority over fading, */
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/* unlike semi-transparent sprites */
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/* unlike semi-transparent sprites */
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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if((alpha < 16) && gpu->bg0HasHighestPrio)
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{
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{
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int bg_under = gpu->bgPixels[x];
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int bg_under = gpu->bgPixels[x];
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