> > Yes, sRGB support has a problem with that as well. > > Things like sRGB where the concept of activating it is entirely different > between d3d and opengl won't fit into the state management anyway. We will > have to take care for sRGB in SetTexture, SetSamplerState and maybe > ApplyStateBlock(depending on what Ivan's tests show). Ah yeah, and simmilar things for states that only affect shader compilation, like sRGBWRITEENABLE
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