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The hardware backends discard antialiased lines drawn with REPLACE (the heuristic from #6483 and #12588) by returning from Execute_Prim before the vertex or index pointer moves past them, and without taking their time. A game that draws on from where they end then reads the wrong vertices. Skip them like a culled draw instead, which does both, as the software renderer and the null GPU do. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>