- Some R700 GPUs were locking up when compositing "large" vertex arrays. FIXED
- Screens that were larger than the display resolution were garbled. FIXED.
- R500 vertex array clipping was one pixel larger than it was supposed to be (could cause the right-hand edge to spill over to the left most column of pixels). FIXED.
- Fixed an R500 compositing bug that could cause corruption if one compositing operation rapidly draws directly over the previous one
- WaitTOF() and similar functions could cause the machine to lockup when called from a task with a priority >= 1. FIXED.
Per ulteriore informazioni consultare il sito di Acube