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@@ -2161,8 +2161,8 @@ bool wdxGraphicsWindow::search_for_device(LPDIRECT3D8 pD3D8,DXDeviceInfo *pDevIn
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// for this case, you probably want MIXED processing to use HW for fixed-fn vertex processing
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// and SW for vtx shaders
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_dxgsg->scrn.bIsTNLDevice=((d3dcaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)!=0);
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- _dxgsg->scrn.bCanUseHWVertexShaders = (d3dcaps.VertexShaderVersion < D3DVS_VERSION(1,0));
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- _dxgsg->scrn.bCanUsePixelShaders = (d3dcaps.PixelShaderVersion < D3DPS_VERSION(1,0));
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+ _dxgsg->scrn.bCanUseHWVertexShaders = (d3dcaps.VertexShaderVersion >= D3DVS_VERSION(1,0));
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+ _dxgsg->scrn.bCanUsePixelShaders = (d3dcaps.PixelShaderVersion >= D3DPS_VERSION(1,0));
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bool bNeedZBuffer = ((!(d3dcaps.RasterCaps & D3DPRASTERCAPS_ZBUFFERLESSHSR ))
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&& (_props._mask & W_DEPTH));
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