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<title>dolphin/Source/Core/VideoCommon/VertexManagerBase.h, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Add missing license headers</title>
<updated>2015-05-25T11:11:47+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:32:32+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Formatting/Whitespace Cleanup</title>
<updated>2015-02-25T15:48:21+00:00</updated>
<author>
<name>Stevoisiak</name>
<email>Stevoisiak@gmail.com</email>
</author>
<published>2015-02-15T19:43:31+00:00</published>
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<id>93b16a4a2d5f3e6d467d1315c461aff12852b26c</id>
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Various fixes to formatting and whitespace
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Various fixes to formatting and whitespace
</pre>
</div>
</content>
</entry>
<entry>
<title>Coding style cleanup from the zfreeze merge</title>
<updated>2015-01-24T20:16:48+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-01-24T20:12:52+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Stop doing nastly shit to OpenGL stream buffers.</title>
<updated>2015-01-24T01:41:51+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-24T01:37:20+00:00</published>
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Instead we keep the loaded vertices in CPU memory.
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Instead we keep the loaded vertices in CPU memory.
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</content>
</entry>
<entry>
<title>Move Zfreeze code out individual backends into videoCommon</title>
<updated>2015-01-23T14:22:27+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-23T14:15:09+00:00</published>
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Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
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Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
</pre>
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</content>
</entry>
<entry>
<title>Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2015-01-13T09:55:25+00:00</published>
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<id>add59b3bea032e331363dcf28361f8e0de65e43d</id>
<content type='text'>
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
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- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
</pre>
</div>
</content>
</entry>
<entry>
<title>Cleanup and refactor of zfreeze port</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2014-12-26T08:25:24+00:00</published>
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<content type='text'>
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
</content>
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<pre>
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: clean up VertexLoader</title>
<updated>2014-12-09T17:56:27+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-12-09T07:35:04+00:00</published>
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<id>3fc7e55cc4623c1c49efb4c317ab0202499bb5fd</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Rename s_pCurBufferPointer</title>
<updated>2014-12-09T17:56:27+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-12-09T07:30:38+00:00</published>
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<id>02cdb41d3d3eec73d2c843fe865ff906e01b44a4</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>More formatting and consistency fixes</title>
<updated>2014-11-24T22:16:59+00:00</updated>
<author>
<name>Stevoisiak</name>
<email>Stevoisiak@gmail.com</email>
</author>
<published>2014-11-14T19:46:49+00:00</published>
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<id>6da394a4d0891ed30fbb08f4ec853f40699f7033</id>
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</content>
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<pre>
</pre>
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</entry>
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