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