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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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@ -2047,12 +2047,10 @@ void ClearBuffers()
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void RenderPolygons(bool threaded, Polygon** polygons, int npolys)
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{
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// polygons with ybottom>192 aren't rendered at all
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int j = 0;
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for (int i = 0; i < npolys; i++)
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{
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if (polygons[i]->YBottom > 192) continue;
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if (polygons[i]->Degenerate) continue;
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SetupPolygon(&PolygonList[j++], polygons[i]);
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}
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