Always make sure we send opaque polys with one/zero blending
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@ -1133,8 +1133,12 @@ GL_FORCE_INLINE void push(PolyHeader* header, GLboolean multiTextureHeader, Poly
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PolyContext cxt = *_glGetPVRContext();
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cxt.list_type = activePolyList->list_type;
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/* Punch-through polys require fixed blending and depth modes */
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if(cxt.list_type == GPU_LIST_PT_POLY) {
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if(cxt.list_type == GPU_LIST_OP_POLY) {
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/* Opaque polys are always one/zero */
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cxt.blend.src = GPU_BLEND_ONE;
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cxt.blend.dst = GPU_BLEND_ZERO;
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} else if(cxt.list_type == GPU_LIST_PT_POLY) {
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/* Punch-through polys require fixed blending and depth modes */
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cxt.blend.src = GPU_BLEND_SRCALPHA;
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cxt.blend.dst = GPU_BLEND_INVSRCALPHA;
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cxt.depth.comparison = GPU_DEPTHCMP_LEQUAL;
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