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Remove outdated comment.
Was all lies.
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@@ -171,9 +171,6 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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gstate_c.textureChanged = TEXCHANGE_UNCHANGED;
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}
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// TODO: The top bit of the alpha channel should be written to the stencil bit somehow. This appears to require very expensive multipass rendering :( Alternatively, one could do a
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// single fullscreen pass that converts alpha to stencil (or 2 passes, to set both the 0 and 1 values) very easily.
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// Set blend
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bool wantBlend = !gstate.isModeClear() && gstate.isAlphaBlendEnabled();
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if (wantBlend && ShouldUseShaderBlending()) {
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