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<tr class="head" style="border-bottom-width:1px;border-bottom-style:solid;" ><td class="headtd" style="padding:0;padding-top:.2em;" colspan="4">Commit in <b><tt>lxdream/src/pvr2</tt></b></td></tr>
<tr><td><tt><a href="#file1">glrender.c</a></tt></td><td id="added" class="headtd2" style="padding-left:.3em;padding-right:.3em; background-color:#ddffdd;" align="right">+1</td><td></td><td class="headtd2" style="padding-left:.3em;padding-right:.3em;" nowrap="nowrap">a9d29fe74bf3 -> e1314ad3e7cc</td></tr>
<tr class="alt" style=";" ><td><tt><a href="#file2">scene.c</a></tt></td><td id="addedalt" class="headtd2" style="padding-left:.3em;padding-right:.3em; background-color:#ccf7cc;" align="right">+5</td><td id="removed" class="headtd2" style="padding-left:.3em;padding-right:.3em; background-color:#ffdddd;" align="right">-2</td><td class="headtd2" style="padding-left:.3em;padding-right:.3em;" nowrap="nowrap">a9d29fe74bf3 -> e1314ad3e7cc</td></tr>
<tr><td></td><td id="added" class="headtd2" style="padding-left:.3em;padding-right:.3em; background-color:#ddffdd;" align="right">+6</td><td id="removed" class="headtd2" style="padding-left:.3em;padding-right:.3em; background-color:#ffdddd;" align="right">-2</td><td></td></tr>
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<small id="info" style="color: #888888;" >2 modified files</small><br />
<pre class="comment" style="white-space:-moz-pre-wrap;white-space:-pre-wrap;white-space:-o-pre-wrap;white-space:pre-wrap;word-wrap:break-word;padding:4px;border:1px dashed #000000;background-color:#ffffdd;" >
Fix have_shaders in glrender.c
Set negative fog for lut when using shaders
</pre>
<hr /><a name="file1" /><div class="file" style="border:1px solid #eeeeee;margin-top:1em;margin-bottom:1em;" >
<span class="pathname" style="font-family:monospace; float:right;" >lxdream/src/pvr2</span><br />
<div class="fileheader" style="margin-bottom:.5em;" ><big><b>glrender.c</b></big> <small id="info" style="color: #888888;" >a9d29fe74bf3 -> e1314ad3e7cc</small></div>
<pre class="diff" style="margin:0;" ><small id="info" style="color: #888888;" >--- lxdream/src/pvr2/glrender.c
+++ lxdream/src/pvr2/glrender.c
@@ -115,6 +115,7 @@
</small></pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" >  */
 void pvr2_setup_gl_context()
 {
</pre><pre id="added" class="diff" style="margin:0; background-color:#ddffdd;" >+    have_shaders = display_driver->capabilities.has_sl;
</pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" > #ifdef APPLE_BUILD
     CGL_MACRO_CONTEXT = CGLGetCurrentContext();
 #endif
</pre></div>
<hr /><a name="file2" /><div class="file" style="border:1px solid #eeeeee;margin-top:1em;margin-bottom:1em;" >
<span class="pathname" style="font-family:monospace; float:right;" >lxdream/src/pvr2</span><br />
<div class="fileheader" style="margin-bottom:.5em;" ><big><b>scene.c</b></big> <small id="info" style="color: #888888;" >a9d29fe74bf3 -> e1314ad3e7cc</small></div>
<pre class="diff" style="margin:0;" ><small id="info" style="color: #888888;" >--- lxdream/src/pvr2/scene.c
+++ lxdream/src/pvr2/scene.c
@@ -385,8 +385,11 @@
</small></pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" >         uint32_t index = pvr2_scene.poly_array[i].vertex_index;
         if( mode == PVR2_POLY_FOG_LOOKUP ) {
             for( j=0; j<pvr2_scene.poly_array[i].vertex_count; j++ ) {
</pre><pre id="removed" class="diff" style="margin:0; background-color:#ffdddd;" >-                pvr2_scene.vertex_array[index+j].offset_rgba[3] = 
-                    scene_compute_lut_fog_vertex( pvr2_scene.vertex_array[index+j].z, fog_density, fog_table );
</pre><pre id="added" class="diff" style="margin:0; background-color:#ddffdd;" >+                float fog = scene_compute_lut_fog_vertex( pvr2_scene.vertex_array[index+j].z, fog_density, fog_table );
+                if( display_driver->capabilities.has_sl )
+                    pvr2_scene.vertex_array[index+j].offset_rgba[3] = -fog;
+                else
+                    pvr2_scene.vertex_array[index+j].offset_rgba[3] = fog;
</pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" >             }
         } else if( mode == PVR2_POLY_FOG_LOOKUP2 ) {
             for( j=0; j<pvr2_scene.poly_array[i].vertex_count; j++ ) {
</pre></div>
<center><small>Chaos Theory</small></center>
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