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3D: in Z-buffering mode, margin for 'equal' depth test mode is +-0x200, not +-0xFF
fixes #274
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@ -769,11 +769,24 @@ void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha
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// depth test is 'less or equal' instead of 'less than' under the following conditions:
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// * when drawing a front-facing pixel over an opaque back-facing pixel
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// * when drawing wireframe edges, under certain conditions (TODO)
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//
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// range is different based on depth-buffering mode
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// Z-buffering: +-0x200
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// W-buffering: +-0xFF
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bool DepthTest_Equal(s32 dstz, s32 z, u32 dstattr)
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bool DepthTest_Equal_Z(s32 dstz, s32 z, u32 dstattr)
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{
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s32 diff = dstz - z;
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if ((u32)(diff + 0xFF) <= 0x1FE) // range is +-0xFF
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if ((u32)(diff + 0x200) <= 0x400)
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return true;
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return false;
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}
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bool DepthTest_Equal_W(s32 dstz, s32 z, u32 dstattr)
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{
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s32 diff = dstz - z;
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if ((u32)(diff + 0xFF) <= 0x1FE)
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return true;
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return false;
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@ -1099,7 +1112,7 @@ void RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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bool (*fnDepthTest)(s32 dstz, s32 z, u32 dstattr);
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if (polygon->Attr & (1<<14))
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fnDepthTest = DepthTest_Equal;
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fnDepthTest = polygon->WBuffer ? DepthTest_Equal_W : DepthTest_Equal_Z;
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else if (polygon->FacingView)
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fnDepthTest = DepthTest_LessThan_FrontFacing;
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else
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@ -1312,7 +1325,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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bool (*fnDepthTest)(s32 dstz, s32 z, u32 dstattr);
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if (polygon->Attr & (1<<14))
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fnDepthTest = DepthTest_Equal;
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fnDepthTest = polygon->WBuffer ? DepthTest_Equal_W : DepthTest_Equal_Z;
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else if (polygon->FacingView)
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fnDepthTest = DepthTest_LessThan_FrontFacing;
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else
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