mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-17 00:10:31 +02:00
Resistance: Retribution sets its scissor to end at 480,272, one past its drawing region. The CPU depth rasterizer (SoftwareRasterDepth) only clipped to the scissor, so it wrote row 272 of the depth buffer, which is where the game keeps its logo textures. The startup logos got a garbage strip on hardware backends and failed to fade out. SoftGPU already clips to the minimum of the two. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>