Use SDL_ALPHA_OPAQUE
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81eb438482
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7c12e7817c
1 changed files with 2 additions and 2 deletions
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@ -213,7 +213,7 @@ void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned cha
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if (red == 0 && green == 0 && blue == 0)
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if (red == 0 && green == 0 && blue == 0)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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else
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else
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SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
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SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
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// Draw colour
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// Draw colour
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SDL_SetRenderTarget(renderer, surface->texture);
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SDL_SetRenderTarget(renderer, surface->texture);
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@ -229,7 +229,7 @@ void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned ch
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RectToSDLRect(rect, &sdl_rect);
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RectToSDLRect(rect, &sdl_rect);
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// Draw colour
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// Draw colour
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SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
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SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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