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add note
make sure we dont forget that this is still implemented wrong.
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@ -763,7 +763,8 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
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// stencil buffer is only cleared when beginning a shadow mask after a shadow polygon is rendered
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// the "Revised" Rasterizer Circuit bugs out stencil buffer clearing
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// TODO: toggling the scfg bit appears to glitch the stencil buffer for a frame with translucent masks? (update: i dont know how i got this result?)
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// TODO: under some circumstances that i am struggling to reproduce it is possible for this bit to actually *fix* bugs with misused shadow masks
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// while this is in effect, toggling the scfg bit appears to glitch the stencil buffer for a frame?
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if (ShadowRendered[y&0x1] && !gpu3d.RenderRasterRev)
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{
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StencilCleared = true;
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