HD Packs: Revert sprite logic change - BG priority sprite pixels *must* be allowed to appear on the sceen even when the original color was 0 (it`s up to the HD Pack to implement proper transparency)
This commit is contained in:
parent
c9e922f879
commit
c50e0ffef4
1 changed files with 1 additions and 1 deletions
|
@ -292,7 +292,7 @@ void HdNesPack::GetPixels(uint32_t x, uint32_t y, HdPpuPixelInfo &pixelInfo, uin
|
|||
|
||||
if(hasSprite) {
|
||||
for(int k = pixelInfo.SpriteCount - 1; k >= 0; k--) {
|
||||
if(pixelInfo.Sprite[k].BackgroundPriority && pixelInfo.Sprite[k].SpriteColorIndex != 0) {
|
||||
if(pixelInfo.Sprite[k].BackgroundPriority) {
|
||||
hasBgSprite = true;
|
||||
lowestBgSprite = k;
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue