diff --git a/src/gDP.cpp b/src/gDP.cpp index 510b839d..92c8895d 100644 --- a/src/gDP.cpp +++ b/src/gDP.cpp @@ -770,7 +770,7 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry ) // Game may use depth texture as auxilary color texture. Example: Mario Tennis // If color is not depth clear color, that is most likely the case if (gDP.fillColor.color == DepthClearColor) { - if ((ulx == 0) && (lrx == gDP.colorImage.width)) { + if ((ulx == 0) && (uly == 0) && (lrx == gDP.scissor.lrx) && (lry == gDP.scissor.lry)) { gDPFillRDRAM(gDP.colorImage.address, ulx, uly, lrx, lry, gDP.colorImage.width, gDP.colorImage.size, gDP.fillColor.color); render.clearDepthBuffer(uly, lry); bBufferCleared = true;