Fixed spritebatch flickering on Dolphin

This commit is contained in:
2026-03-29 16:10:39 -05:00
parent 85ff95296b
commit 2b2ddb3cf2
7 changed files with 36 additions and 14 deletions
+2 -1
View File
@@ -77,7 +77,8 @@ errorret_t displayInitDolphin(void) {
// Setup cull modes
GX_SetCullMode(GX_CULL_NONE);
GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
GX_SetZMode(GX_TRUE, GX_ALWAYS, GX_FALSE);
GX_SetDispCopyGamma(GX_GM_1_0);
GX_SetColorUpdate(GX_TRUE);
@@ -60,6 +60,8 @@ errorret_t meshDrawDolphin(
GX_SetArray(GX_VA_CLR0, (void*)&mesh->vertices[vertexOffset].color.r, stride);
GX_SetArray(GX_VA_TEX0, (void*)&mesh->vertices[vertexOffset].uv[0], stride);
GX_InvVtxCache();
GX_Begin(mesh->primitiveType, GX_VTXFMT0, (uint16_t)vertexCount);
for(uint16_t i = 0; i < (uint16_t)vertexCount; ++i) {
GX_Position1x16(i);
@@ -107,7 +107,7 @@ errorret_t shaderSetTextureDolphin(
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
GX_SetBlendMode(GX_BM_NONE, GX_BL_ONE, GX_BL_ZERO, GX_LO_CLEAR);
// GX_SetBlendMode(GX_BM_NONE, GX_BL_ONE, GX_BL_ZERO, GX_LO_CLEAR);
GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0);
errorOk();