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According to sage advice from themaister, this is just unnecessary overengineering. Having them separate reduces the size of the renderpass key - we might be able to just change that to an array lookup again. Will also make it easier to in the future add depth-less render passes. |
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.. | ||
D3D9 | ||
D3D11 | ||
OpenGL | ||
Vulkan | ||
DataFormat.h | ||
thin3d.cpp | ||
thin3d.h | ||
thin3d_create.h |