This commit is contained in:
Jaklyy 2024-03-11 17:22:30 -04:00
parent bd2e65668a
commit 61682582c5

View file

@ -730,7 +730,7 @@ 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 for opaque shadow masks
// TODO: toggling the scfg bit also glitches shadow polygons for a frame even when translucent
if (ShadowRendered && !gpu3d.RenderRasterRev && ((polyattr >> 24) == 31))
if (ShadowRendered && !(gpu3d.RenderRasterRev && ((polyattr >> 24) == 31)))
memset(&StencilBuffer[256 * (y&0x1)], 0, 256);
ShadowRendered = false;