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fix mblur stencil
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8737a1d76a
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688e277e89
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@ -125,6 +125,10 @@ bool gbPrintMemoryUsage;
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#ifdef NEW_RENDERER
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#ifdef NEW_RENDERER
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bool gbNewRenderer;
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bool gbNewRenderer;
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#endif
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#ifdef FIX_BUGS
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// need to clear stencil for mblur fx. no idea why it works in the original game
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// also for clearing out water rects in new renderer
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#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
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#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
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#else
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#else
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#define CLEARMODE (rwCAMERACLEARZ)
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#define CLEARMODE (rwCAMERACLEARZ)
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@ -651,7 +651,7 @@ CMBlur::OverlayRenderFx(RwCamera *cam, RwRaster *frontBuf)
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RwD3D8SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
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RwD3D8SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
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#endif
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#endif
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6);
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6);
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if(RwRasterGetDepth(RwCameraGetRaster(cam)) != 16){
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if(RwRasterGetDepth(RwCameraGetRaster(cam)) != 16){
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