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Enable clearDepthBuffer for Pokemon Snap.
Fixed Pokemon Snap Oak's check does not work #777 again Note: this game is a mistery. I don't understand, why clearing of depth buffer via drawRecs breaks Oak's check. Actually, the problem causes rendering to color buffer corresponding to that depth buffer. Need to investigate, why.
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@ -716,7 +716,8 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
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} else if (gDP.fillColor.color == DepthClearColor && gDP.otherMode.cycleType == G_CYC_FILL) {
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depthBuffer = dbFound;
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depthBufferList().saveBuffer(gDP.colorImage.address);
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if (config.generalEmulation.enableFragmentDepthWrite == 0) {
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if (config.generalEmulation.enableFragmentDepthWrite == 0 ||
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(config.generalEmulation.hacks & hack_Snap) != 0) {
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frameBufferList().fillRDRAM(ulx, uly, lrx, lry);
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drawer.clearDepthBuffer(ulx, uly, lrx, lry);
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depthBuffer = dbCleared;
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