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Vertex texture sampling support in Direct3D 9 now controlled via texture-flag ETCF_SUPPORT_VERTEXT_TEXTURE
It's no longer enabled by default as it causes some costs to all texture switches. Thanks @ edo9300 for reporting (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=52721) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6219 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -97,6 +97,14 @@ enum E_TEXTURE_CREATION_FLAG
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*/
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ETCF_AUTO_GENERATE_MIP_MAPS = 0x00000100,
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//! Enable support for vertex shader texture sampling on some drivers
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/** Default is false.
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This adds a small costs to all texture switches.
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Currently only affects D3D9.
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On OpenGL vertex shaders use the same texture unit as pixel shaders, so support there only depends on GL version and not on this flag
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*/
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ETCF_SUPPORT_VERTEXT_TEXTURE = 0x00000200,
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/** This flag is never used, it only forces the compiler to compile
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these enumeration values to 32 bit. */
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ETCF_FORCE_32_BIT_DO_NOT_USE = 0x7fffffff
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