This is a quick fix for z fighting in quake4 caused by the mismatch
between vertex transformation here and in the position_invarient code.
Full fix would be to make this driver-tunable and adjust both
position_invarient and ffvertex_prog.c code to respect driver
preferences.
* multiplications with DP4's or with MUL/MAD's? SSE works better
* with the latter, drivers may differ.
*/
-#define PREFER_DP4 0
+#define PREFER_DP4 1
/* Use uregs to represent registers internally, translate to Mesa's