Through mode draws should not be min/max tested

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Henrik Rydgård committed 2026-05-30 19:07:59 +02:00
1 parent 9979d5544d
commit 3599c4002b
1 file changed
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@@ -136,7 +136,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
const bool clipEnable = id.Bit(VS_BIT_CLIP_ENABLE) && !isModeThrough; // this is the PSP clip flag, which has some various consequences.
const bool clipNearPlane = gstate_c.Use(GPU_USE_CLIP_DISTANCE) && useHWTransform;
const bool clipMinMax = gstate_c.Use(GPU_USE_CLIP_DISTANCE); // If clip planes are available, we want to use them for min/max. We skip the min/max culling in software transform (not yet implemented).
const bool clipMinMax = gstate_c.Use(GPU_USE_CLIP_DISTANCE) && !isModeThrough; // If clip planes are available, we want to use them for min/max. We skip the min/max culling in software transform (not yet implemented).
const bool rangeCulling = id.Bit(VS_BIT_VERTEX_RANGE_CULLING);
const bool depthCullEnable = gstate_c.Use(GPU_USE_CULL_DISTANCE) && !isModeThrough && rangeCulling && useHWTransform; // Range culling is gated on draw type, we don't want to do this culling for splines apparently.