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In the D3D11 renderer, we should make a depth/stencil state that always passes the fragment and explicitly enable it when we set the render target. This will prevent the client from doing something to override it.
We'll want to put it back afterwards to avoid messing with the user's state.
The text was updated successfully, but these errors were encountered:
In the D3D11 renderer, we should make a depth/stencil state that always passes the fragment and explicitly enable it when we set the render target. This will prevent the client from doing something to override it.
We'll want to put it back afterwards to avoid messing with the user's state.
The text was updated successfully, but these errors were encountered: