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Fixed transparent texture making framebuffers also transparent in D3D11. (#84)
This happened with the Mirror Shield in the inventory screen preview.
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@ -531,8 +531,8 @@ static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint64_t shade
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blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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} else {
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} else {
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