mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Blended sprites should never have other effects applied
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@ -23,6 +23,7 @@ Bugfixes:
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- GBA Memory: Improve Thumb open bus behavior
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- VFS: Fix resource leaks if some allocations fail
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- Video: Fix an issue with very long filenames
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- GBA Video: Blended sprites should never have other effects applied
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Misc:
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- Qt: Handle saving input settings better
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- Debugger: Free watchpoints in addition to breakpoints
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@ -1764,8 +1764,7 @@ static int _preprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct G
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uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
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unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20;
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int variant = renderer->target1Obj && GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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if (GBAObjAttributesAGetMode(sprite->a) == 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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if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
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variant = 0;
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}
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color_t* palette = &renderer->normalPalette[0x100];
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