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little bit more stuff
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@ -1229,14 +1229,14 @@ void GPU3D::SubmitPolygon() noexcept
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poly->IsShadowMask = ((CurPolygonAttr & 0x3F000030) == 0x00000030);
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poly->IsShadow = ((CurPolygonAttr & 0x30) == 0x30) && !poly->IsShadowMask;
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// yes, we need specifically the rasterizer bit, not the gx bit
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poly->ClearStencil = false;
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if (NDS.GetSCFGRasterBit() && (FlushAttributes & 1) && ShadowSent && poly->IsShadowMask && poly->Translucent)
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if (poly->IsShadow) ShadowSent = true;
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// yes, this *is* an extremely specific requirement, and also yes we need the rasterizer bit, not the gx bit
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else if (NDS.GetSCFGRasterBit() && poly->IsShadowMask && ShadowSent && (FlushAttributes & 1) && poly->Translucent)
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{
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ShadowSent = false;
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poly->ClearStencil = true;
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}
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if (poly->IsShadow) ShadowSent = true; // checkme: does this always get set?
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if (!poly->Translucent) NumOpaquePolygons++;
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@ -2068,7 +2068,7 @@ void GPU3D::ExecuteCommand() noexcept
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case 0x50: // flush
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VertexPipelineCmdDelayed4();
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ShadowSent = true; // checkme: does this always get set?
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ShadowSent = true;
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FlushRequest = 1;
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FlushAttributes = entry.Param & 0x3;
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CycleCount = 325;
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