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This was causing infinite recursive calls w/ software drivers. All vertex/fragment shaders should be allocated by calling ctx->Driver.NewProgram(), not by calling _mesa_new_program(). |
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| .. | ||
| egl | ||
| glu | ||
| glut | ||
| glw | ||
| glx | ||
| mesa | ||
| descrip.mms | ||
| Makefile | ||