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