[2.0.60] apply_render_tint breaks rendering in additive blend mode
Posted: Wed Jul 16, 2025 10:58 pm
Example entity:
Simple sprite - white circle in black square. Put twice next to each other, both times with `blend_mode = "additive"`, one time with `apply_runtime_tint = true`.
When rendered in game, the non-tinted circle is rendered as expected, but the tinted has a dark square around it.
Curiously, the dark square is smaller than the full original image.
Animations have the same exact problem.
Code: Select all
--- @type data.SimpleEntityWithOwnerPrototype
local static_test = {
type = "simple-entity-with-owner",
name = "picture_test",
collision_box = { { -0.9, -0.9 }, { 0.9, 0.9 } },
selection_box = { { -1, -1 }, { 1, 1 } },
picture =
{
layers = {
{
filename = "__Test__/sprites/circle.png",
width = 64,
height = 64,
scale = 1,
shift = util.by_pixel_hr(-64, 0),
blend_mode = "additive",
},
{
filename = "__Test__/sprites/circle.png",
width = 64,
height = 64,
scale = 1,
shift = util.by_pixel_hr(64, 0),
blend_mode = "additive",
apply_runtime_tint = true,
},
}
}
}
Animations have the same exact problem.