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3D:
* undo 'winding sorting' hypothesis * special depth test rules: 'less than' function becomes 'less or equal' when rendering front-facing polygon pixels against back-facing opaque pixels
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@ -858,8 +858,7 @@ void SubmitPolygon()
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poly->XTop = xtop; poly->XBottom = xbot;
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poly->SortKey = (ybot << 8) | ytop;
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if (poly->Translucent) poly->SortKey |= 0x20000;
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else if (!poly->FacingView) poly->SortKey |= 0x10000;
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if (poly->Translucent) poly->SortKey |= 0x10000;
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poly->WShift = wshift;
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poly->WBuffer = (FlushAttributes & 0x2);
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@ -1801,7 +1800,6 @@ bool YSort(Polygon* a, Polygon* b)
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{
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// polygon sorting rules:
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// * opaque polygons come first
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// * opaque polygons are sorted by winding, front-facing polygons come first
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// * polygons with lower bottom Y come first
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// * upon equal bottom Y, polygons with lower top Y come first
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// * upon equal bottom AND top Y, original ordering is used
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