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authorStapleButter <thetotalworm@gmail.com>2017-05-26 04:00:15 +0200
committerStapleButter <thetotalworm@gmail.com>2017-05-26 04:00:15 +0200
commita63ab2444733ffd039f4609982256142cf724600 (patch)
tree5804fd0996ce42875b984de573d46dd3aa1a5f1a /src/GPU3D_Soft.cpp
parent911888f1e09bf05d45393cfb3d830c50153579f9 (diff)
fix crapoed shadows
Diffstat (limited to 'src/GPU3D_Soft.cpp')
-rw-r--r--src/GPU3D_Soft.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
index d022e8a..fe97b5f 100644
--- a/src/GPU3D_Soft.cpp
+++ b/src/GPU3D_Soft.cpp
@@ -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)