Swapped the DeckMenu background from a png to a jpg, as the transparency wasn't being used at all in the image, so it wasn't buying us anything. Flipped the rendering order so that the background is now truly drawn in the background (ie first), and everything else is drawn on top.
(Make sure you update your res/graphics folder on your psp!)
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projects/mtg/bin/Res/graphics/DeckMenuBackdrop.jpg
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projects/mtg/bin/Res/graphics/DeckMenuBackdrop.jpg
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@@ -102,7 +102,7 @@ JGuiController(id, listener), fontId(fontId), mShowDetailsScreen( showDetailsOve
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void DeckMenu::RenderBackground()
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{
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ostringstream bgFilename;
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bgFilename << backgroundName << ".png";
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bgFilename << backgroundName << ".jpg";
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static bool loadBackground = true;
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if (loadBackground)
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@@ -178,6 +178,8 @@ void DeckMenu::Render()
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}
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if (timeOpen < 1) height *= timeOpen > 0 ? timeOpen : -timeOpen;
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RenderBackground();
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for (int i = startId; i < startId + maxItems; i++)
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{
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if (i > mCount - 1) break;
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@@ -198,7 +200,6 @@ void DeckMenu::Render()
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float stringWidth = mainFont->GetStringWidth(detailedInfoString.c_str());
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float boxStartX = detailedInfoBoxX - stringWidth / 2;
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DWORD currentColor = mainFont->GetColor();
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renderer->FillRoundRect( boxStartX, detailedInfoBoxY - 5, stringWidth, mainFont->GetHeight() + 15, .5, ARGB( 255, 0, 0, 0) );
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renderer->RenderQuad(pspIcons[5], detailedInfoBoxX, detailedInfoBoxY + 2, 0, pspIconsSize, pspIconsSize);
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mainFont->SetColor(currentColor);
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mainFont->DrawString(detailedInfoString, boxStartX, detailedInfoBoxY + 10);
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@@ -240,7 +241,6 @@ void DeckMenu::Render()
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}
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mScroller->Render();
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RenderBackground();
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renderer->SetTexBlend(BLEND_SRC_ALPHA, BLEND_ONE);
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stars->Render();
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