Age | Commit message (Collapse) | Author |
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See the conversation between myself and Tommy Schultz Lassen on mesa3d-dev.
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This reverts commit 07ac2386f5c0ab9c2432d4b5e3490b1e13d033fc.
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Apparently for back facing color to work you must set all 3 color bits; I guess
the hardware cannot handle them separately.
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The previous procedure would often result in a GPU lockup.
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This avoids superfluous waits for vblank timing out under some circumstances.
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Not doing this could lead to double frees under rare circumstances.
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The t_dd_tritemp.h code can emit GL_QUADS primitives. We need to catch
that case to determine if polygon stipple should be enabled.
Fixes bug reported by Carlos Diógenes on 4 July 2007.
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Compiz for some reason looks like ass, everything with textures
looks like it has a 2x width/height multiplier on the texture coords...
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Specifically:
glVertexAttrib4bv
glVertexAttrib4iv
glVertexAttrib4ubv
glVertexAttrib4uiv
glVertexAttrib4usv
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Possibly performance may improve by setting it to the last instruction that
writes result.position, rather than the last instruction in the vertex program.
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