[Genhis][2.0.60] apply_runtime_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.