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/* Mark the texture as dirty to trigger first upload when we need the texture,
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* even if it wasn't set by the application */
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if (Pool == D3DPOOL_MANAGED)
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/* When a depth buffer is sampled, it is for shadow mapping, except for
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* D3DFMT_INTZ, D3DFMT_DF16 and D3DFMT_DF24.
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* In addition D3DFMT_INTZ can be used for both texturing and depth buffering