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fix belnding issue. Fixes #1417
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@ -64,9 +64,11 @@ static inline lv_color_t color_blend_true_color_subtractive(lv_color_t fg, lv_co
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#define FILL_NORMAL_MASK_PX(out_x, color) \
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if(*mask_tmp_x) { \
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if(disp_buf_tmp[out_x].full != color.full) { \
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if(*mask_tmp_x == LV_OPA_COVER) disp_buf_tmp[out_x] = color; \
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disp_buf_tmp[out_x] = lv_color_mix(color, disp_buf_tmp[out_x], *mask_tmp_x); ; \
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else disp_buf_tmp[out_x] = lv_color_mix(color, disp_buf_tmp[out_x], *mask_tmp_x); ; \
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} \
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} \
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mask_tmp_x++;
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@ -371,7 +373,7 @@ static void fill_normal(const lv_area_t * disp_area, lv_color_t * disp_buf, con
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if(opa > LV_OPA_MAX) {
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for(y = draw_area->y1; y <= draw_area->y2; y++) {
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const lv_opa_t * mask_tmp_x = &mask_tmp[draw_area->x1];
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#if 0
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#if 1
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for(x = draw_area->x1; x <= draw_area->x2; x++) {
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FILL_NORMAL_MASK_PX(x, color)
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}
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