This breaks textures. We need to only set this bit for
attributes that that need flat shading.
switch (mode) {
case GL_FLAT:
SETbit(r700->SPI_INTERP_CONTROL_0.u32All, FLAT_SHADE_ENA_bit);
- SETbit(r700->SPI_PS_INPUT_CNTL_0.u32All, FLAT_SHADE_bit);
+ //SETbit(r700->SPI_PS_INPUT_CNTL_0.u32All, FLAT_SHADE_bit);
break;
case GL_SMOOTH:
CLEARbit(r700->SPI_INTERP_CONTROL_0.u32All, FLAT_SHADE_ENA_bit);
- CLEARbit(r700->SPI_PS_INPUT_CNTL_0.u32All, FLAT_SHADE_bit);
+ //CLEARbit(r700->SPI_PS_INPUT_CNTL_0.u32All, FLAT_SHADE_bit);
break;
default:
return;