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<title>dolphin/Source/Core/VideoBackends, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Merge pull request #3066 from degasus/master</title>
<updated>2015-09-23T19:09:03+00:00</updated>
<author>
<name>flacs</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-09-20T01:30:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=bfd5c6c69d3aeb43c1bdc3f8edaee67c886f2380'/>
<id>bfd5c6c69d3aeb43c1bdc3f8edaee67c886f2380</id>
<content type='text'>
GLInterface: Fix VideoSW on linux + OSX (v2)

Conflicts:
	Source/Core/VideoBackends/OGL/GLInterface/GLX.cpp
</content>
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<pre>
GLInterface: Fix VideoSW on linux + OSX (v2)

Conflicts:
	Source/Core/VideoBackends/OGL/GLInterface/GLX.cpp
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix FreeBSD build</title>
<updated>2015-07-12T06:09:11+00:00</updated>
<author>
<name>Jeffrey Pfau</name>
<email>jeffrey@endrift.com</email>
</author>
<published>2015-06-11T05:15:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=2eb553fdb72d5605c3f17324580859127a93d674'/>
<id>2eb553fdb72d5605c3f17324580859127a93d674</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #2656 from Armada651/ogl-inv-depth</title>
<updated>2015-06-25T10:06:56+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-25T10:06:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8fd5f249fa751613ab387814032a1442d23bbc1f'/>
<id>8fd5f249fa751613ab387814032a1442d23bbc1f</id>
<content type='text'>
OGL: Allow inverted depth ranges.</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
OGL: Allow inverted depth ranges.</pre>
</div>
</content>
</entry>
<entry>
<title>Add an OSD notification for screenshot saving</title>
<updated>2015-06-25T07:23:37+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-06-25T01:44:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0034492151f1294098eae4206fb40ea7aa2e7912'/>
<id>0034492151f1294098eae4206fb40ea7aa2e7912</id>
<content type='text'>
</content>
<content type='xhtml'>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D: Cosmetics.</title>
<updated>2015-06-24T21:16:53+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-24T21:16:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=dbfdbf7dbdbb2740f55d37b4514700c27ee8894b'/>
<id>dbfdbf7dbdbb2740f55d37b4514700c27ee8894b</id>
<content type='text'>
Merge two cases which should've already been merged.
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Merge two cases which should've already been merged.
</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: Allow inverted depth ranges.</title>
<updated>2015-06-24T20:28:36+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-24T20:28:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=743296f1c4bbc19a43e473f3907d6bd1e21f2c0e'/>
<id>743296f1c4bbc19a43e473f3907d6bd1e21f2c0e</id>
<content type='text'>
</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix aniso filtering on d3d to not set aniso filter when using 1x</title>
<updated>2015-06-19T08:55:32+00:00</updated>
<author>
<name>Matthew Parlane</name>
<email>parlane@gmail.com</email>
</author>
<published>2015-06-19T08:55:32+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=45aeeee6991923867a5cc9d330dc097f4e586384'/>
<id>45aeeee6991923867a5cc9d330dc097f4e586384</id>
<content type='text'>
</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Anisotropic Filtering option is now correct in D3D</title>
<updated>2015-06-10T10:32:46+00:00</updated>
<author>
<name>Matthew Parlane</name>
<email>parlane@gmail.com</email>
</author>
<published>2015-06-10T09:38:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=5cce640f48c24278976cbbad6de31a41a8b6ef7f'/>
<id>5cce640f48c24278976cbbad6de31a41a8b6ef7f</id>
<content type='text'>
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #2533 from degasus/syncgpu</title>
<updated>2015-06-09T07:43:26+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-09T07:43:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d5788f75a3db2423e6d8b795d5c5cb6654cde065'/>
<id>d5788f75a3db2423e6d8b795d5c5cb6654cde065</id>
<content type='text'>
Fifo: Rewrite SyncGPU</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Fifo: Rewrite SyncGPU</pre>
</div>
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=59f273696ab3c2b1965106e9e4145e5b62a6ccd5'/>
<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)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- 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>
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