I'm really sorry to bother you with Warp3d since I'm maybe the only guy on earth using it. I promise this is my last question

I don't know if I'm facing a bug or just a limitation. Let me explain you.
To my knowledge, Warp3D scissoring is a 2D hardware clipping. Meaning, If I give it a scene at least CPU clipped by a znear (to avoid negative Z), or if I'm only working with "2D" polygons (like Hurrican), Warp3D scissoring should be able to do the whole 2D screen clipping (top/bot/left/right)... Right?
The problem I'm facing:
-With small polygons, it works perfectly.
-With large polygons, when they are going out of screen more and more, there is a "dead limit" where the polygon suddenly disappear. I don't konw if I explain it right. It's like scissoring was able to work with only a limited area of XXX pixels out of the screen. If your polygon is in this limit, it's perfectly displayed. If any vertex goes out of this band (max screen width + "dead limit", or 0 - "dead limit"), then the polygon just disappear.
This "dead limit" is not related to screen resolution. It looks fix. The problem is hard to reproduce at 640x480 (because big polygon are still quite small), quite easy at 1280x720 (cause polygon are bigger), very very easy at 1920x1080 (same).
I don't know if it is a limitation of our board, if scissoring has been designed to do very minimal clipping, or if it's a bug.
First case: I'll do with it.

Last case: Fixing this bug may be a way to DRASTICALLY unload the CPU and improve Odyssey performances on small CPU like PPC440.

'Hope I don't bother you ahah. Thanks.