GRAPHICS: Support having transparent ManagedSurface #2789
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ManagedSurface::blitFromInner also blends, but it I think it's safe to assume it should always end with 0xFF as alpha there. |
I think it might be better to also handle the destination transparency there. I will have a look. |
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I had a quick look at Edit: And the blending is also wrong. It doesn't blend with the destination pixel, but with the previous blended pixel... |
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I have now fixed the obviously wrong alpha blending in I have played through a few games in three different engines that use |
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Thank you for the review and for pointing out my stupid mistakes. |
A change made yesterday forces
ManagedSurface
to be fully opaque. This may be an issue for some engines.This commit revert this and also adds proper handling of the surface alpha when blitting pixels.