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Experiment: Use glBlendFuncSeparate to not change dest alpha when ble…
…nding. Fixes Persona blending issues.
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Submodule native
updated
4 files
+3 −3 | gfx_es2/draw_buffer.cpp | |
+1 −1 | gfx_es2/gl_state.cpp | |
+22 −1 | gfx_es2/gl_state.h | |
+2 −2 | ui/ui_context.cpp |
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This not only fixes Persona 1 and 2's issues but resolves the same issue (black boxes around transparencies) in quite a number of other games as well.
Bravo @hrydgard
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Ah, so it never blends alpha? That will probably fix a lot of effects. Soft needs it too probably...
-[Unknown]
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Yeah - it never writes the destination alpha channel when blending is enabled. @neobrain :)
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Humm will try it out with those games which we previously have blending issues .
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So far i tested it breaks the shadow of FF CC only .Wondering any condition case we can apply it so persona 2 titel screen and the shadow in FF CC can be fixed together.
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I'm just a casual user of ppsspp and am not knowledgeable about any of this stuff. What exactly am I supposed to do with these codes? Please forgive my ignorance.
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@crono3567: what are you trying to do? If you want to have a version of PPSSPP with this change, simply download the latest version off the buildbot. IT's already in there (has been for weeks, actually.)
-[Unknown]
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@unknownbrackets I found this page after searching for fixes on google and I just set up an account here to ask these questions. I don't really have any idea what this site is or what buildbot is. Is there some sort of really simplistic guide for idiots I can read to figure out what to do to play Persona properly?
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Sure. Here are the steps to get a recent build:
Well, I'm not sure that Persona plays completely perfect but this issue is fixed anyway.
-[Unknown]
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@unknownbrackets Thank you so much!