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Never use alpha blending for source surfaces in QIS.
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@ -183,8 +183,8 @@ void QisBlitter::recreateTexturesIfNecessary()
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if (myAttributes.blending) {
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const auto blendAlpha = static_cast<uInt8>(myAttributes.blendalpha * 2.55);
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const std::array<SDL_Texture*, 3> textures = {
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mySrcTexture, myIntermediateTexture, mySecondaryIntermedateTexture
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const std::array<SDL_Texture*, 2> textures = {
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myIntermediateTexture, mySecondaryIntermedateTexture
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};
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for (SDL_Texture* texture: textures) {
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if (!texture) continue;
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