GBA Video: Fix windows not affecting sprites

This commit is contained in:
Jeffrey Pfau 2015-06-16 22:02:19 -07:00
parent 3cddb33288
commit 4bd3555045
2 changed files with 2 additions and 1 deletions

View File

@ -44,6 +44,7 @@ Bugfixes:
- SDL: Fix SDL build when OpenGL is missing - SDL: Fix SDL build when OpenGL is missing
- ARM7: Fix timing of multiplies to use N cycles - ARM7: Fix timing of multiplies to use N cycles
- GBA: Fix calls to endian-independent loadstores - GBA: Fix calls to endian-independent loadstores
- GBA Video: Fix windows not affecting sprites
Misc: Misc:
- Qt: Handle saving input settings better - Qt: Handle saving input settings better
- Debugger: Free watchpoints in addition to breakpoints - Debugger: Free watchpoints in addition to breakpoints

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@ -736,7 +736,7 @@ static void _drawScanline(struct GBAVideoSoftwareRenderer* renderer, int y) {
renderer->start = renderer->end; renderer->start = renderer->end;
renderer->end = renderer->windows[w].endX; renderer->end = renderer->windows[w].endX;
renderer->currentWindow = renderer->windows[w].control; renderer->currentWindow = renderer->windows[w].control;
if (spriteLayers & (1 << priority)) { if (GBAWindowControlIsObjEnable(renderer->currentWindow.packed) && spriteLayers & (1 << priority)) {
_postprocessSprite(renderer, priority); _postprocessSprite(renderer, priority);
} }
if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(renderer->dispcnt) < 2) { if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(renderer->dispcnt) < 2) {