diff options
| -rw-r--r-- | engines/sword2/sprite.cpp | 8 | 
1 files changed, 6 insertions, 2 deletions
| diff --git a/engines/sword2/sprite.cpp b/engines/sword2/sprite.cpp index 73a4eca8bd..cb0923cc2f 100644 --- a/engines/sword2/sprite.cpp +++ b/engines/sword2/sprite.cpp @@ -772,14 +772,18 @@ int32 Screen::drawSprite(SpriteInfo *s) {  	src = sprite + rs.top * srcPitch + rs.left;  	dst = _buffer + _screenWide * rd.top + rd.left; -	if (s->type & RDSPR_BLEND && !Sword2Engine::isPsx()) { // Blending is unavailable in PSX version +	if (s->type & RDSPR_BLEND) {   		// The original code had two different blending cases. One for  		// s->blend & 0x01 and one for s->blend & 0x02. However, the  		// only values that actually appear in the cluster files are  		// 0, 513 and 1025 so the s->blend & 0x02 case was never used.  		// Which is just as well since that code made no sense to me. -		if (!(_renderCaps & RDBLTFX_SPRITEBLEND)) { +		// TODO: In PSX version, blending is done through hardware transparency. +		// The only correct way to simulate this would be using 16-bit mode. +		// As this is not yet available for this engine, fake transparency is used +		// as placeholder. +		if (!(_renderCaps & RDBLTFX_SPRITEBLEND) || Sword2Engine::isPsx()) {   			for (i = 0; i < rs.height(); i++) {  				for (j = 0; j < rs.width(); j++) {  					if (src[j] && ((i & 1) == (j & 1))) | 
