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| BZNotify | bzflag: atupone opened pull request #226 "Zbuffer always" (https://git.io/JerAw) | 07:04 | 
|---|---|---|
| BZNotify | bzflag: atupone review_requested pull request #226 | 07:04 | 
| BZNotify | bzflag: atupone review_requested pull request #226 | 07:04 | 
| BZNotify | bzflag: atupone review_requested pull request #226 | 07:04 | 
| tupone | Record::addPacket(unsigned short, int, void const*, unsigned short) that was the last call of bzfs before the crash | 07:07 | 
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| BZNotify | bzflag: atupone synchronized pull request #226 "Zbuffer always" (https://git.io/JerAw) | 19:16 | 
| BZNotify | bzflag: atupone synchronized pull request #226 "Zbuffer always" (https://git.io/JerAw) | 19:38 | 
| BZNotify | bzflag: atupone synchronized pull request #224 "Convert code to use glm" (https://git.io/Jer4c) | 19:39 | 
| tupone | dithering the only thing is doing is calling glEnable(GL_DITHER). Not a lot of gain in term of code cleaniness. It is ready here to be pushed if you really want it | 19:49 | 
| blast007 | I'll have to test if dithering does anying when I drop the color depth on Windows | 20:05 | 
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| macsforme | dithering would only make a visual difference when drawing colors only (textures off), right? | 22:14 | 
| blast007 | no idea | 22:24 | 
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