Use smooth shaded triangles always. Fix SoF bug.
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@@ -183,7 +183,7 @@ static GLuint fxGetTexSetConfiguration(GLcontext *ctx,
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GLuint envmode=0;
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GLuint ifmt=0;
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if((ctx->Light.ShadeModel==GL_SMOOTH) ||
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if((ctx->Light.ShadeModel==GL_SMOOTH) || 1 ||
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(ctx->Point.SmoothFlag) ||
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(ctx->Line.SmoothFlag) ||
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(ctx->Polygon.SmoothFlag))
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@@ -191,11 +191,13 @@ static GLuint fxGetTexSetConfiguration(GLcontext *ctx,
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else
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unitsmode|=FX_UM_ALPHA_CONSTANT;
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if(ctx->Light.ShadeModel==GL_SMOOTH)
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if(ctx->Light.ShadeModel==GL_SMOOTH || 1)
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unitsmode|=FX_UM_COLOR_ITERATED;
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else
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unitsmode|=FX_UM_COLOR_CONSTANT;
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/*
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OpenGL Feeds Texture 0 into Texture 1
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Glide Feeds Texture 1 into Texture 0
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@@ -476,8 +478,8 @@ static void fxSetupTextureSingleTMU_NoLock(GLcontext *ctx, GLuint textureset)
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else
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unitsmode=fxGetTexSetConfiguration(ctx,NULL,tObj);
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if(fxMesa->lastUnitsMode==unitsmode)
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return;
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/* if(fxMesa->lastUnitsMode==unitsmode) */
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/* return; */
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fxMesa->lastUnitsMode=unitsmode;
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@@ -555,9 +557,8 @@ static void fxSetupTextureSingleTMU_NoLock(GLcontext *ctx, GLuint textureset)
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FXTRUE);
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ctx->Driver.MultipassFunc = fxMultipassBlend;
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#else
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#ifndef FX_SILENT
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/*fprintf(stderr,"fx Driver: GL_BLEND not yet supported\n");*/
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#endif
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if (MESA_VERBOSE&VERBOSE_DRIVER)
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fprintf(stderr,"fx Driver: GL_BLEND not yet supported\n");
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#endif
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break;
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case GL_REPLACE:
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@@ -588,9 +589,9 @@ static void fxSetupTextureSingleTMU_NoLock(GLcontext *ctx, GLuint textureset)
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FXFALSE);
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break;
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default:
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#ifndef FX_SILENT
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fprintf(stderr,"fx Driver: %x Texture.EnvMode not yet supported\n",ctx->Texture.Unit[textureset].EnvMode);
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#endif
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if (MESA_VERBOSE&VERBOSE_DRIVER)
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fprintf(stderr, "fx Driver: %x Texture.EnvMode not yet supported\n",
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ctx->Texture.Unit[textureset].EnvMode);
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break;
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}
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@@ -764,8 +765,8 @@ static void fxSetupTextureDoubleTMU_NoLock(GLcontext *ctx)
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unitsmode=fxGetTexSetConfiguration(ctx,tObj0,tObj1);
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if(fxMesa->lastUnitsMode==unitsmode)
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return;
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/* if(fxMesa->lastUnitsMode==unitsmode) */
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/* return; */
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fxMesa->lastUnitsMode=unitsmode;
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@@ -1030,7 +1031,7 @@ static void fxSetupTextureNone_NoLock(GLcontext *ctx)
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fprintf(stderr,"fxmesa: fxSetupTextureNone(...)\n");
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}
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if((ctx->Light.ShadeModel==GL_SMOOTH) ||
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if((ctx->Light.ShadeModel==GL_SMOOTH) || 1 ||
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(ctx->Point.SmoothFlag) ||
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(ctx->Line.SmoothFlag) ||
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(ctx->Polygon.SmoothFlag))
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@@ -1038,7 +1039,7 @@ static void fxSetupTextureNone_NoLock(GLcontext *ctx)
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else
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locala=GR_COMBINE_LOCAL_CONSTANT;
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if(ctx->Light.ShadeModel==GL_SMOOTH)
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if(ctx->Light.ShadeModel==GL_SMOOTH || 1)
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localc=GR_COMBINE_LOCAL_ITERATED;
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else
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localc=GR_COMBINE_LOCAL_CONSTANT;
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