diff --git a/Source/Core/VideoBackends/Software/Tev.cpp b/Source/Core/VideoBackends/Software/Tev.cpp index 9b74684ccf..95a19ae7f1 100644 --- a/Source/Core/VideoBackends/Software/Tev.cpp +++ b/Source/Core/VideoBackends/Software/Tev.cpp @@ -550,19 +550,6 @@ void Tev::Draw() if (!TevAlphaTest(output[ALP_C])) return; - // Hardware testing indicates that an alpha of 1 can pass an alpha test, - // but doesn't do anything in blending - // This situation is important for Mario Kart Wii's menus (they will render incorrectly if the - // alpha test for the FMV in the background fails, since they depend on depth for drawing a yellow - // border) and Fortune Street's gameplay (where a rectangle with an alpha value of 1 is drawn over - // the center of the screen several times, but those rectangles shouldn't be visible). - // Blending seems to result in no changes to the output with an alpha of 1, even if the input - // color is white. - // TODO: Investigate this further: we might be handling blending incorrectly in general (though - // there might not be any good way of changing blending behavior) - if (output[ALP_C] == 1) - output[ALP_C] = 0; - // z texture if (bpmem.ztex2.op != ZTexOp::Disabled) {