SWORD2: Force fake transparency for PSX sprites

In PSX version blending is done through hardware transparency,
this would have to be simulated using 16-bit mode. As this is
not yet available in this engine, fake transparency is used
as a placeholder
This commit is contained in:
Fabio Battaglia 2012-01-09 00:17:29 +01:00
parent cc3fc3f3da
commit 57d586d598

View File

@ -772,14 +772,18 @@ int32 Screen::drawSprite(SpriteInfo *s) {
src = sprite + rs.top * srcPitch + rs.left;
dst = _buffer + _screenWide * rd.top + rd.left;
if (s->type & RDSPR_BLEND && !Sword2Engine::isPsx()) { // Blending is unavailable in PSX version
if (s->type & RDSPR_BLEND) {
// The original code had two different blending cases. One for
// s->blend & 0x01 and one for s->blend & 0x02. However, the
// only values that actually appear in the cluster files are
// 0, 513 and 1025 so the s->blend & 0x02 case was never used.
// Which is just as well since that code made no sense to me.
if (!(_renderCaps & RDBLTFX_SPRITEBLEND)) {
// TODO: In PSX version, blending is done through hardware transparency.
// The only correct way to simulate this would be using 16-bit mode.
// As this is not yet available for this engine, fake transparency is used
// as placeholder.
if (!(_renderCaps & RDBLTFX_SPRITEBLEND) || Sword2Engine::isPsx()) {
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j] && ((i & 1) == (j & 1)))