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some work on extreme/degenerate shit in GPU
* clip against Z then Y then X. apparently, fixes #310. I had also observed hints that the hardware does it this way. * truncate W to 24 bits before viewport transform. * mark any polygons that have a W=0 at that point as degenerate. do not render.
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@ -54,6 +54,8 @@ typedef struct
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u32 TexParam;
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u32 TexPalette;
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bool Degenerate;
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bool FacingView;
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bool Translucent;
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