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Put ditherenable & alphaBlendEnable as function
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@ -94,7 +94,7 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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// single fullscreen pass that converts alpha to stencil (or 2 passes, to set both the 0 and 1 values) very easily.
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// single fullscreen pass that converts alpha to stencil (or 2 passes, to set both the 0 and 1 values) very easily.
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// Set blend
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// Set blend
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bool wantBlend = !gstate.isModeClear() && (gstate.alphaBlendEnable & 1);
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bool wantBlend = !gstate.isModeClear() && gstate.isAlphaBlendEnabled();
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glstate.blend.set(wantBlend);
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glstate.blend.set(wantBlend);
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if (wantBlend) {
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if (wantBlend) {
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// This can't be done exactly as there are several PSP blend modes that are impossible to do on OpenGL ES 2.0, and some even on regular OpenGL for desktop.
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// This can't be done exactly as there are several PSP blend modes that are impossible to do on OpenGL ES 2.0, and some even on regular OpenGL for desktop.
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@ -166,7 +166,7 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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}
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}
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// Set Dither
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// Set Dither
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glstate.dither.set(gstate.ditherEnable & 1);
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glstate.dither.set(gstate.isDitherEnabled());
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// Set ColorMask/Stencil/Depth
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// Set ColorMask/Stencil/Depth
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if (gstate.isModeClear()) {
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if (gstate.isModeClear()) {
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