Hi,

I have merged my sources with the CVS. Follow a raw list of the changes
(some one where already included in the beta1):

 * V0.30 - David Bucciarelli ([EMAIL PROTECTED]) Humanware s.r.l.
 *         - the Glide fog table was built in a wrong way (using
 *           gu* Glide function). Added the code for building the
 *           table following the OpenGL specs. Thanks to Steve Baker
 *           for highlighting the problem.
 *         - fixed few problems in my and Keith's fxDDClear code
 *         - merged my code with the Keith's one
 *         - used the new BlendFunc Mesa device driver function 
 *         - used the new AlphaFunc Mesa device driver function 
 *         - used the new Enable Mesa device driver function 
 *         - fixed a bug related to fog in the Mesa core. Fog
 *           were applied two times: at vertex level and at fragment
 *           level (thanks to Steve Baker for reporting the problem)
 *         - glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE) now works
 *           (thanks to Jiri Pop for reporting the problem)
 *         - the driver works fine with OpenGL Unreal
 *         - fixed a bug in the Mesa core clipping code (related
 *           to the q texture coordinate)
 *         - introduced the support for the q texture coordinate
 *
 *         Keith Whitwell ([EMAIL PROTECTED])
 *         - optimized the driver and written all the new code
 *           required by the new Mesa-3.1 device driver API
 *           and by the new Mesa-3.1 core changes
 *
 *         Brian Paul ([EMAIL PROTECTED]) Avid Technology
 *         - fixed display list share bug for MESA_GLX_FX =
window/fullscreen
 *         - fixed glClear/gl...Mask related problem
 *
 *         Bert Schoenwaelder ([EMAIL PROTECTED])
 *         - the driver is now able to sleep when waiting for the
completation
 *           of multiple swapbuffer operations instead of wasting
 *           CPU time (NOTE: you must uncomment the lines in the
 *           fxMesaSwapBuffers function in order to enable this option)
 *
 *         Eero Pajarre ([EMAIL PROTECTED])
 *         - enabled the macro FLOAT_COLOR_TO_UBYTE_COLOR under
 *           windows
 *         - written an asm x86 optimized float->integer conversions
 *           for windows
 *
 *         Theodore Jump ([EMAIL PROTECTED])
 *         - fixed a small problem in the __wglMonitor function of the
 *           wgl emulator
 *         - written the in-window-rendering hack support for windows
 *           and Vooodoo1/2 cards

David Bucciarelli
([EMAIL PROTECTED])

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