I'm trying to understand how sprite collision works, and the negation of the mask on this line looks wrong.
I cant think of a reason why it would be there, but I don't really know the intent of how the collision is to be used either.
|
(!pixel_is_transparent && sprite_collision_mask_r != 4'b0) ? (linebuf_rddata[15:12] & ~sprite_collision_mask_r) : 4'b0; |