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Optimize double alpha blending for 1/0 textures #6072

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merged 1 commit into from
May 11, 2014

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unknownbrackets
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If the blend is 2*a / 1-a, and the alpha is either 1 or 0, we can still use color doubling instead. Fixes #3379 (Persona 2.)

Without the performance hit of #6070.

-[Unknown]

If the blend is 2*a / 1-a, and the alpha is either 1 or 0, we can still
use color doubling instead.  Fixes hrydgard#3379 (Persona 2.)
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Just for the record, this one was at least partly my idea ;)

hrydgard added a commit that referenced this pull request May 11, 2014
Optimize double alpha blending for 1/0 textures
@hrydgard hrydgard merged commit 63da119 into hrydgard:master May 11, 2014
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Or more like entirely.

(although, I did make it collect "simple alpha" with the hopes we could use it for something like this... finally paid off.)

-[Unknown]

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Dark Overworlds in Persona 2 Innocent Sin
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