GBA Video: Fix sprite/backdrop blending regression
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CHANGES
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@ -29,6 +29,7 @@ Emulation fixes:
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- GBA Video: Fix double-size OBJ wrapping in GL renderer (fixes mgba.io/i/1712)
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- GBA Video: Simplify sprite cycle counting (fixes mgba.io/i/1279)
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- GBA Video: Add sprite cycle counting to GL (fixes mgba.io/i/1635)
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- GBA Video: Fix sprite/backdrop blending regression
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- SM83: Emulate HALT bug
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Other fixes:
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- 3DS: Fix framelimiter on newer citro3d (fixes mgba.io/i/1771)
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After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 31 KiB |
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@ -165,7 +165,7 @@ int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* re
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int variant = (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) &&
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GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
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(renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
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if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || (renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || objwinSlowPath) {
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int target2 = renderer->target2Bd;
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target2 |= renderer->bg[0].target2;
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target2 |= renderer->bg[1].target2;
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