Fixed spritebatch flickering on Dolphin
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@@ -77,7 +77,8 @@ errorret_t displayInitDolphin(void) {
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// Setup cull modes
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GX_SetCullMode(GX_CULL_NONE);
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GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
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GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
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GX_SetZMode(GX_TRUE, GX_ALWAYS, GX_FALSE);
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GX_SetDispCopyGamma(GX_GM_1_0);
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GX_SetColorUpdate(GX_TRUE);
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@@ -60,6 +60,8 @@ errorret_t meshDrawDolphin(
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GX_SetArray(GX_VA_CLR0, (void*)&mesh->vertices[vertexOffset].color.r, stride);
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GX_SetArray(GX_VA_TEX0, (void*)&mesh->vertices[vertexOffset].uv[0], stride);
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GX_InvVtxCache();
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GX_Begin(mesh->primitiveType, GX_VTXFMT0, (uint16_t)vertexCount);
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for(uint16_t i = 0; i < (uint16_t)vertexCount; ++i) {
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GX_Position1x16(i);
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@@ -107,7 +107,7 @@ errorret_t shaderSetTextureDolphin(
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GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
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GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
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GX_SetBlendMode(GX_BM_NONE, GX_BL_ONE, GX_BL_ZERO, GX_LO_CLEAR);
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// GX_SetBlendMode(GX_BM_NONE, GX_BL_ONE, GX_BL_ZERO, GX_LO_CLEAR);
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GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0);
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errorOk();
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