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authorKeith Whitwell <[email protected]>2009-05-01 18:20:42 +0100
committerKeith Whitwell <[email protected]>2009-05-05 13:14:52 +0100
commit22b417b75ce0e6658a5d1e0e80cb6c3fdf631774 (patch)
tree5f034b12508a1e45101abbd5faf3c7d01d06687a
parentc6bfb4c55963937f715a5e6a806be23e940b30d3 (diff)
mesa/main: set PREFER_DP4 to match position_invarient code
This is a quick fix for z fighting in quake4 caused by the mismatch between vertex transformation here and in the position_invarient code. Full fix would be to make this driver-tunable and adjust both position_invarient and ffvertex_prog.c code to respect driver preferences.
-rw-r--r--src/mesa/main/ffvertex_prog.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/ffvertex_prog.c b/src/mesa/main/ffvertex_prog.c
index 1ce5685af45..82e1c4af665 100644
--- a/src/mesa/main/ffvertex_prog.c
+++ b/src/mesa/main/ffvertex_prog.c
@@ -319,7 +319,7 @@ static void make_state_key( GLcontext *ctx, struct state_key *key )
* multiplications with DP4's or with MUL/MAD's? SSE works better
* with the latter, drivers may differ.
*/
-#define PREFER_DP4 0
+#define PREFER_DP4 1
/* Use uregs to represent registers internally, translate to Mesa's