small fix to translucency flag assignment

hardware does not care that the polygon's mode would prevent the texture from rendering translucent pixels
This commit is contained in:
Jaklyy 2025-04-05 20:18:27 -04:00
parent 0fcf1f6e3a
commit 1be617a258
1 changed files with 1 additions and 1 deletions

View File

@ -1219,7 +1219,7 @@ void GPU3D::SubmitPolygon() noexcept
u32 texfmt = (TexParam >> 26) & 0x7;
u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
poly->Translucent = ((texfmt == 1 || texfmt == 6) && !(CurPolygonAttr & 0x10)) || (polyalpha > 0 && polyalpha < 31);
poly->Translucent = (texfmt == 1 || texfmt == 6) || (polyalpha > 0 && polyalpha < 31);
poly->IsShadowMask = ((CurPolygonAttr & 0x3F000030) == 0x00000030);
poly->IsShadow = ((CurPolygonAttr & 0x30) == 0x30) && !poly->IsShadowMask;