gsdx ogl: as always some games do bad stuff

Let's keep a comment for the moment. I don't know if we need to fix it, neither how.
This commit is contained in:
Gregory Hainaut 2016-04-28 19:42:00 +02:00
parent 45bfe2ad58
commit f63e38a59e
1 changed files with 1 additions and 0 deletions

View File

@ -881,6 +881,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
ps_sel.wmt = m_context->CLAMP.WMT;
// Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong)
// So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling
ASSERT(!(psm.depth && m_vt.IsLinear()));
// Performance note: