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Blending with white/black should not be applied to semi-transparent sprites when target 1 excludes sprites and target 2 includes disabled backgrounds #2489
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I believe I hit the same or a similar bug a while back... in fact I didn't realise it was a bug, and thought it was the other emulators that were doing it wrong 😅 Here's an example: In my code I have:
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Blending weights can be changed with the keypad. |
@exelotl that, if it is a bug (please check on hardware), is unrelated to this bug. This bug is about erroneously taking a disabled background into the blending check. |
@GValiente What was that screenshot taken on? It doesn't look like that on mGBA either before or after the fix for the OP issue. If that's how it looks on hardware, it might be the same as exelotl's issue, which is not the same as the OP's issue. I'm still testing my fix though, just to make sure it doesn't regress anything. |
The GL renderer appears to still get this wrong so I'm reopening it until I fix it there too |
Left screenshot is mGBA 0.9.3 with software rendering, right screenshot is NanoBoyAdvance 1.4 (same as hardware). I have attached a test ROM with source code.
blending_test.zip
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