I have read the prior bug report.
Only the reversed order of stencil and alpha is mentioned.
In the rasterization stage, according to Ln 496, 606 of RasterizerTriangles.cpp, it seems that depth test/write [496] is performed before alpha blending [606], and it may cause an OpenGL violation, isn't it? (e.g. transparent texture image)
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It's the same issue, yes; there are situations where the alpha test (and hence texture lookup) needs to happen before depth and stencil test.