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small wbuffer priority hack to make things more usable (things are generally in the right order now)
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@ -1348,7 +1348,7 @@ void render_hline(bitmap_t *bitmap, texinfo *ti, int y, float xl, float xr, floa
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wbufline = &wbuffer[y][xxl];
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while(xxl < xxr) {
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if(wl > *wbufline) {
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if((wl < *wbufline) || *wbufline==0) {
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UINT32 c;
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float u = ul/wl;
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float v = vl/wl;
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@ -1600,7 +1600,7 @@ static void testdrawscreen(const running_machine *machine,bitmap_t *bitmap,const
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ns=state_ta.grab[rs].teststrips_size;
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if(ns)
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memset(wbuffer, 0, sizeof(wbuffer));
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memset(wbuffer, 0x00, sizeof(wbuffer));
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for (cs=0;cs < ns;cs++)
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{
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