mirror of https://github.com/mgba-emu/mgba.git
Hack to guess when blending should be disabled
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@ -1267,7 +1267,11 @@ static int _preprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct G
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flags |= FLAG_OBJWIN * (sprite->mode == OBJ_MODE_OBJWIN);
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int x = sprite->x;
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unsigned charBase = BASE_TILE + sprite->tile * 0x20;
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int variant = renderer->target1Obj && renderer->currentWindow.blendEnable && sprite->mode != OBJ_MODE_SEMITRANSPARENT && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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int variant = renderer->target1Obj && renderer->currentWindow.blendEnable && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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if (sprite->mode == OBJ_MODE_SEMITRANSPARENT && renderer->target2Bd) {
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// Hack: if a sprite is blended, then the variant palette is not used, but we don't know if it's blended in advance
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variant = 0;
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}
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color_t* palette = renderer->normalPalette;
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if (variant) {
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palette = renderer->variantPalette;
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@ -1335,7 +1339,11 @@ static int _preprocessTransformedSprite(struct GBAVideoSoftwareRenderer* rendere
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int x = sprite->x;
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unsigned charBase = BASE_TILE + sprite->tile * 0x20;
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struct GBAOAMMatrix* mat = &renderer->d.oam->mat[sprite->matIndex];
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int variant = renderer->target1Obj && renderer->currentWindow.blendEnable && sprite->mode != OBJ_MODE_SEMITRANSPARENT && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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int variant = renderer->target1Obj && renderer->currentWindow.blendEnable && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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if (sprite->mode == OBJ_MODE_SEMITRANSPARENT && renderer->target2Bd) {
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// Hack: if a sprite is blended, then the variant palette is not used, but we don't know if it's blended in advance
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variant = 0;
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}
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color_t* palette = renderer->normalPalette;
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if (variant) {
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palette = renderer->variantPalette;
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