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<title>dolphin/Source/Core/VideoBackends/Software/TransformUnit.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoSW: Use more VideoCommon</title>
<updated>2016-01-06T21:10:29+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-10-09T18:50:36+00:00</published>
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Now we require lots of empty functions, but this removes by far more duplicated code.
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Now we require lots of empty functions, but this removes by far more duplicated code.
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</entry>
<entry>
<title>VertexShaderManager: Get rid of float pointer casts</title>
<updated>2015-10-16T03:34:54+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-09-21T05:16:21+00:00</published>
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<entry>
<title>MathUtil: Convert Clamp into a constexpr function</title>
<updated>2015-09-12T05:18:28+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-09-12T03:43:17+00:00</published>
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</entry>
<entry>
<title>Fix some warnings</title>
<updated>2015-06-23T19:11:56+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-06-23T19:11:56+00:00</published>
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<entry>
<title>VideoSW: refactor shared lighting attenuation function</title>
<updated>2015-06-08T21:20:27+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2015-02-08T00:16:04+00:00</published>
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<id>59f273696ab3c2b1965106e9e4145e5b62a6ccd5</id>
<content type='text'>
- Refactored Light Attenuation into inline function in Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Change the API of this shared function to use points for output variables (degasus)
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- Refactored Light Attenuation into inline function in Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Change the API of this shared function to use points for output variables (degasus)
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoSW: rewrite lighting attenuation</title>
<updated>2015-06-08T21:20:27+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2015-02-07T17:40:21+00:00</published>
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<content type='text'>
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
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- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
</pre>
</div>
</content>
</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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</entry>
<entry>
<title>Include CommonTypes.h instead of Common.h.</title>
<updated>2014-09-08T19:39:58+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2014-09-08T01:06:58+00:00</published>
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</entry>
<entry>
<title>Software: Apply static to some functions</title>
<updated>2014-08-11T02:28:15+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-08-11T01:51:05+00:00</published>
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