use same zbias in D3D as OpenGL
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@@ -1030,7 +1030,7 @@ void RageDisplay_D3D::SetBlendMode( BlendMode mode )
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/* This is almost exclusively used to draw masks to the Z-buffer. Make sure
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* masks always win the depth test when drawn at the same position. */
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g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 1 );
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g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 30 ); // this bias is bigger than it needs to be to handle the coplanar case
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break;
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default:
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