make sure we dont forget that this is still implemented wrong.
This commit is contained in:
Jaklyy 2024-05-06 16:31:00 -04:00
parent ea95460816
commit 1670c806f1

View file

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