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docs: remove stray whitespace
There's some stray whitespace in these files that doesn't do anything useful. Let's get rid of if. Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com> Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
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@ -61,7 +61,7 @@ DRI drivers varies with the driver
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XMesa (Xlib) implements OpenGL 1.5
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OSMesa (off-screen) implements OpenGL 1.5
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Windows/Win32 implements OpenGL 1.5
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Glide (3dfx Voodoo1/2) requires updates
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Glide (3dfx Voodoo1/2) requires updates
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SVGA requires updates
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DJGPP requires updates
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GGI requires updates
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@ -83,7 +83,7 @@ DRI drivers varies with the driver
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XMesa (Xlib) implements OpenGL 1.5
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OSMesa (off-screen) implements OpenGL 1.5
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Windows/Win32 implements OpenGL 1.5
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Glide (3dfx Voodoo1/2) requires updates
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Glide (3dfx Voodoo1/2) requires updates
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SVGA requires updates
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DJGPP requires updates
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GGI requires updates
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@ -68,7 +68,7 @@ with a module name. Examples:
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if needed. For example:
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<pre>
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i965: Remove end-of-thread SEND alignment code.
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This was present in Eric's initial implementation of the compaction code
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for Sandybridge (commit 077d01b6). There is no documentation saying this
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is necessary, and removing it causes no regressions in piglit on any
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@ -89,11 +89,11 @@ noted in the patch comment. For example:
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process, they should be noted such as in this example:
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<pre>
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st/mesa: add ARB_texture_stencil8 support (v4)
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if we support stencil texturing, enable texture_stencil8
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there is no requirement to support native S8 for this,
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the texture can be converted to x24s8 fine.
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v2: fold fixes from Marek in:
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a) put S8 last in the list
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b) fix renderable to always test for d/s renderable
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@ -186,17 +186,17 @@ glRotate(52, 52, 52, 1);
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These unusual values lead to invalid modelview matrices.
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For example, the last glRotate command above produces this matrix with Mesa:
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<pre>
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1.08536e+24 2.55321e-23 -0.000160389 0
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5.96937e-25 1.08536e+24 103408 0
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103408 -0.000160389 1.74755e+09 0
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0 0 0 nan
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1.08536e+24 2.55321e-23 -0.000160389 0
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5.96937e-25 1.08536e+24 103408 0
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103408 -0.000160389 1.74755e+09 0
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0 0 0 nan
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</pre>
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and with NVIDIA's OpenGL:
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<pre>
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1.4013e-45 0 -nan 0
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0 1.4013e-45 1.4013e-45 0
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1.4013e-45 -nan 1.4013e-45 0
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0 0 0 1.4013e-45
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1.4013e-45 0 -nan 0
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0 1.4013e-45 1.4013e-45 0
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1.4013e-45 -nan 1.4013e-45 0
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0 0 0 1.4013e-45
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</pre>
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<p>
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This causes the object in question to be drawn in a strange orientation
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