add missing change to skip low impact RAST fallback...
Sorry.
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@@ -394,20 +394,23 @@ int r300Fallback(GLcontext *ctx)
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FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
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FALLBACK_IF(ctx->Fog.Enabled);
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#endif
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FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT
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FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE
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//FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
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//FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH disabling to get blender going
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FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
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FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
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FALLBACK_IF(ctx->Line.StippleFlag);
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/* HW doesnt appear to directly support these */
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FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
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FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
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if(!r300->disable_lowimpact_fallback){
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FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT
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FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE
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//FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
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//FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH disabling to get blender going
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FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
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FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
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FALLBACK_IF(ctx->Line.StippleFlag);
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/* HW doesnt appear to directly support these */
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FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
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FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
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}
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/* Rest could be done with vertex fragments */
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if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite)
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FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV
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