small fix to translucency flag assignment (#2301)

hardware does not care that the polygon's mode would prevent the texture from rendering translucent pixels
This commit is contained in:
Jakly
2025-06-15 13:24:42 -04:00
committed by GitHub
parent 79f12de480
commit c65d490351

View File

@ -1219,7 +1219,7 @@ void GPU3D::SubmitPolygon() noexcept
u32 texfmt = (TexParam >> 26) & 0x7; u32 texfmt = (TexParam >> 26) & 0x7;
u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F; u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
poly->Translucent = ((texfmt == 1 || texfmt == 6) && !(CurPolygonAttr & 0x10)) || (polyalpha > 0 && polyalpha < 31); poly->Translucent = (texfmt == 1 || texfmt == 6) || (polyalpha > 0 && polyalpha < 31);
poly->IsShadowMask = ((CurPolygonAttr & 0x3F000030) == 0x00000030); poly->IsShadowMask = ((CurPolygonAttr & 0x3F000030) == 0x00000030);
poly->IsShadow = ((CurPolygonAttr & 0x30) == 0x30) && !poly->IsShadowMask; poly->IsShadow = ((CurPolygonAttr & 0x30) == 0x30) && !poly->IsShadowMask;