-/**
- * Check the process name to see if we're running with an app that
- * needs any particular work-arounds.
- */
-static void
-check_for_workarounds(struct svga_context *svga)
-{
- char name[1000];
-
- if (!os_get_process_name(name, sizeof(name)))
- return;
-
- if (util_strcmp(name, "sauer_client") == 0) {
- /*
- * Sauerbraten uses a two-pass rendering algorithm. The first pass
- * draws a depth map. The second pass draws the colors. On the second
- * pass we wind up using the swtnl path because the game tries to use
- * a GLbyte[3] normal vector array (which the SVGA3D protocol does not
- * support.) The vertices of the first and second passes don't quite
- * match so we see some depth/Z-fighting issues. This work-around
- * causes us to map GLbyte[3] to SVGA3D_DECLTYPE_UBYTE4N and avoid the
- * swtnl path. Despite not correctly converting normal vectors from
- * GLbyte[3] to float[4], the rendering looks OK.
- */
- debug_printf("Enabling sauerbraten GLbyte[3] work-around\n");
- svga->workaround.use_decltype_ubyte4n = TRUE;
- }
-}
-