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* decal texture blending
* start implementing toon shading * temp. revert the DMA fix, causes issues
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@ -717,8 +717,9 @@ void SubmitPolygon()
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poly->FacingView = facingview;
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u32 texfmt = (TexParam >> 26) & 0x7;
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u32 blendmode = (CurPolygonAttr >> 4) & 0x3;
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u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
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poly->Translucent = (texfmt == 1 || texfmt == 6 || (polyalpha > 0 && polyalpha < 31));
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poly->Translucent = ((texfmt == 1 || texfmt == 6) && (blendmode != 1)) || (polyalpha > 0 && polyalpha < 31);
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if (LastStripPolygon && clipstart > 0)
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{
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@ -1731,6 +1732,7 @@ void VBlank()
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RenderPolygonRAM = CurPolygonRAM;
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RenderNumPolygons = NumPolygons;
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// TODO: find out which other registers are latched for rendering
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RenderClearAttr1 = ClearAttr1;
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RenderClearAttr2 = ClearAttr2;
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