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Through mode draws should not be min/max tested
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@@ -136,7 +136,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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const bool clipEnable = id.Bit(VS_BIT_CLIP_ENABLE) && !isModeThrough; // this is the PSP clip flag, which has some various consequences.
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const bool clipNearPlane = gstate_c.Use(GPU_USE_CLIP_DISTANCE) && useHWTransform;
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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).
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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).
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const bool rangeCulling = id.Bit(VS_BIT_VERTEX_RANGE_CULLING);
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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.
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