> > 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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