Jawed
Legend
Does context include z/stencil? It seems to me that it would have to.
Are Z/stencil values for a fragment effectively crystalised at the point of rasterisation, making Z/stencil for the fragment part of thread state?
Does D3D10 support multiple concurrent Z/stencil buffers, each independent of the others? Or is each application merely accessing a port within a screen-resolution sized Z/stencil buffer?
How is Z/stencil organised if you run UT2K4 and HL-2 in two 640x480 windows side by side? And then dragged Notepad over the top of them? Or started mucking about with Alt-Tab.
Jawed
Are Z/stencil values for a fragment effectively crystalised at the point of rasterisation, making Z/stencil for the fragment part of thread state?
Does D3D10 support multiple concurrent Z/stencil buffers, each independent of the others? Or is each application merely accessing a port within a screen-resolution sized Z/stencil buffer?
How is Z/stencil organised if you run UT2K4 and HL-2 in two 640x480 windows side by side? And then dragged Notepad over the top of them? Or started mucking about with Alt-Tab.
Jawed