Don't set a zero zclip value
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@ -912,9 +912,6 @@ static void light(SubmissionTarget* target) {
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_glPerformLighting(vertex, ES, target->count);
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}
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#define GPU_MIN_Z 0.2f
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#define GPU_MAX_Z 1.0 + GPU_MIN_Z
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GL_FORCE_INLINE void divide(SubmissionTarget* target) {
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TRACE();
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@ -926,7 +923,7 @@ GL_FORCE_INLINE void divide(SubmissionTarget* target) {
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vertex->xyz[0] *= f;
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vertex->xyz[1] *= f;
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vertex->xyz[2] *= f;
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vertex->xyz[2] = MAX(1.0f - (vertex->xyz[2] * 0.5f + 0.5f), 0.0001f);
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vertex->xyz[2] = MAX(1.0f - (vertex->xyz[2] * 0.5f + 0.5f), PVR_MIN_Z);
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++vertex;
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}
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}
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@ -363,6 +363,9 @@ void _glApplyScissor(bool force);
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#define MAX_TEXTURE_UNITS 2
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#define MAX_LIGHTS 8
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/* This is from KOS pvr_buffers.c */
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#define PVR_MIN_Z 0.0001f
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#define MIN(a,b) (((a)<(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP( X, _MIN, _MAX ) ( (X)<(_MIN) ? (_MIN) : ((X)>(_MAX) ? (_MAX) : (X)) )
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@ -456,7 +456,7 @@ GLAPI void APIENTRY glClearDepthf(GLfloat depth) {
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GLAPI void APIENTRY glClearDepth(GLfloat depth) {
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/* We reverse because using invW means that farther Z == lower number */
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GPUSetClearDepth(1.0f - depth);
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GPUSetClearDepth(MIN(1.0f - depth, PVR_MIN_Z));
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}
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GLAPI void APIENTRY glDrawBuffer(GLenum mode) {
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