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            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - lighting render issue with i965 on SKL+"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=103047#c15">Comment # 15</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - lighting render issue with i965 on SKL+"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=103047">bug 103047</a>
              from <span class="vcard"><a class="email" href="mailto:steven@uplinklabs.net" title="Steven Noonan <steven@uplinklabs.net>"> <span class="fn">Steven Noonan</span></a>
</span></b>
        <pre>Wow, thanks for digging into this!

I can confirm that using glShadingModel(GL_SMOOTH) *or*
glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT) both eliminate the issue
in the Darwinia landscape/water renderers. The glProvokingVertexEXT change
looks better for Darwinia's case because it doesn't appear to negatively impact
the intended appearance.</pre>
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