Build Info - 4.1.1.5 (11th February, 1998)

SGL CHANGES
===========
	
revision 4.1.1.5
	Changes to univbe header files for DOS SGL.

revision 4.1.1.4
	d3dcore.h changed from 1.13 to 1.14
	Reverted changes done to implement new Z mode.
	Now done by setting fMinInvZ to negative value
	and gfInvertZ to 0 in d3dtri.c if the flag is
	set.
	d3dlines.c changed from 1.4 to 1.5
	Added code to implement Z >= mode.
	d3dpoint.c changed from 1.3 to 1.4
	Added code to implement Z >= mode.
	d3dtri.c changed from 1.27 to 1.28
	Added to code to set fMinInvZ and gfInvertZ depending
	on whether Z mode <= or >= has been set.
	pvrosapi.h changed from 1.80 to 1.81
	Changed all registry paths to come off powervr\PCX1&2
	makehcf: "sgl/txmops.c" changed from 1.93 to 1.94
	made sgl_create_texture only create texture memory if pixel_data
	is NULL.
	d3dtriml.asm changed from 1.15 to 1.16.
	Reverted changes done to implement new Z mode.
	Now done by setting fMinInvZ to negative value
	and gfInvertZ to 0 in d3dtri.c if the flag is
	set

revision 4.1.1.3
	See below and add an increment!

revision 4.1.1.2
	d3dtriml.asm to 1.14 - >= Z sort mode into assembler

revision 4.1.1.1
	Patch Release Fo MS Baseball
	d3dcore.h changed from 1.12 to 1.13
	Implemented >= Z sort mode for DrawPrimitive (not SGL Direct).
	pvrd.c changed from 1.90 to 1.91
	Initialised variables when setting defaults for
	Masking PLane and Masking Colour

HAL Changes
===========

revision 4.1.1.5
	pvrhal32.c changed from 1.167 to 1.168 - 

	pvrhal32.c	
	Disable 24bit mode by default. Registry Setting 'Enable24BitMode' = 1
	to Enable.

revision 4.1.1.4
	ColorKey fixes via pvrd3dcb.c & drawprim.c
 
revision 4.1.1.3
	incrementing MSMIN to be above 4.1.0 branch MSMIN within autover (1.3 to 1.4)

revision 4.1.1.2
	rev'd autover.c

revision 4.1.1.1
	MS Baseball fix via pvrd3dcb.c 1.65 to 1.67 &  pvrddcb.c 1.24 1.25
	
	pvrd3dcb.c
	1. Colour key render state doesn't change SGLTT_OPAQUE flag
	   anymore.
	2. Colour keying and texture clears SGLTT_OPAQUE flag when
	   colour keyed.

	Added >= Z sort mode.

	pvrddcb.c
	Now waiting for HAL flip before doing HEL blit to that surface.
	Stops flickering in Baseball3D.
	Perhaps we should be doing a HAL lock on our surfaces before calling the
	HEL?