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Old May 10th, 2008   #287 (permalink)
shashClp
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Join Date: Sep 2006
Location: VisualC
Posts: 731
Your fix for the depth clearing is faulty, it basically pushes the maximum depth to an unreasonable distance, with a maximum of 511, when the farthest distance on openGL after the modelview projection is 1, thus it will fail on any case of an .nds abusing it.
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