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Fix missing tile peases when using blended transparancy

pull/1032/head
Anders Jenbo 5 years ago
parent
commit
879077de7d
  1. 4
      Source/render.cpp

4
Source/render.cpp

@ -398,8 +398,8 @@ inline static void RenderLine(BYTE **dst, BYTE **src, int n, BYTE *tbl, DWORD ma
assert(n != 0 && n <= sizeof(DWORD) * CHAR_BIT);
mask &= DWORD(-1) << ((sizeof(DWORD) * CHAR_BIT) - n);
if (sgOptions.blendedTransparancy && !cel_foliage_active) { // Blended transparancy
if (light_table_index == lightmax) { // Complete darkness
if (sgOptions.blendedTransparancy) { // Blended transparancy
if (light_table_index == lightmax) { // Complete darkness
for (int i = 0; i < n; i++, mask <<= 1) {
if (mask & 0x80000000)
(*dst)[i] = 0;

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