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GPU/HW: Disable depth buffering on transparent polygons
These are the most likely to be coplanar and cause issues.
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@ -576,8 +576,10 @@ void GPU_HW::LoadVertices()
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}
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else if (g_settings.gpu_pgxp_depth_buffer)
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{
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SetBatchDepthBuffer(true);
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CheckForDepthClear(vertices.data(), num_vertices);
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const bool use_depth = (m_batch.transparency_mode == GPUTransparencyMode::Disabled);
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SetBatchDepthBuffer(use_depth);
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if (use_depth)
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CheckForDepthClear(vertices.data(), num_vertices);
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}
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}
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