fix crapoed shadows

This commit is contained in:
StapleButter
2017-05-26 04:00:15 +02:00
parent 911888f1e0
commit a63ab24447
3 changed files with 6 additions and 7 deletions

View File

@ -38,6 +38,7 @@ u32 AttrBuffer[256*192];
// bit30: translucent flag
u8 StencilBuffer[256*2];
bool PrevIsShadowMask;
// threading
@ -84,6 +85,8 @@ void Reset()
memset(DepthBuffer, 0, 256*192 * 4);
memset(AttrBuffer, 0, 256*192 * 4);
PrevIsShadowMask = false;
// TODO: make it configurable
if (!RenderThreadRunning)
{
@ -803,9 +806,11 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
else
fnDepthTest = DepthTest<false>;
if (polygon->ClearStencil)
if (polygon->IsShadowMask && !PrevIsShadowMask)
memset(&StencilBuffer[256 * (y&0x1)], 0, 256);
PrevIsShadowMask = polygon->IsShadowMask;
if (polygon->YTop != polygon->YBottom)
{
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)