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authorSamuel Rødal <sroedal@trolltech.com>2009-09-01 07:55:13 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-09-01 08:56:23 (GMT)
commitefe61b3b44c0c391d4c11bd061e531f03bf8fb4a (patch)
treecf03410fd0031a617b23f645a27d953520b1cbf1 /src/network/access/qhttpnetworkconnection.cpp
parenta985aaccfcaf2e24b7094875f2e6f51d80c45997 (diff)
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Fixed poor utilization of depth buffer range in GL 2 paint engine.
Before this patch we were only able to do 20 or so IntersectClips before failing, this patch instead adapts to the fixed point nature of typical depth buffer implementations and lets us do ~2^15 IntersectClip operations before failing, which should be a reasonable limit for any real-world application. Using the following mapping of old floating point depths to integer depths: -1.0 -> 0, -0.5 -> 1, 0.0 -> 2, 0.25 -> 3, 0.5 -> 4, 0.625 -> 5, etc.. Reviewed-by: Tom
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