bugs: committing draw call before clearing z buffer stride of dynamic direct3d textures lightmap textures not being allowed to be read outside vclamp lightmap textures needing edge pixels repeated outside u/vclamp otherwise artifacts appear where garbage padding gets sampled update: solved by making texture u/v clamp sized, scaling texture coordinates and setting SUBRESOURCE_DATA stride to skip uclamp garbage tiles needing depth (z/w) corruption in nali castle intro (need to always clear screen) deus ex security cams having geometry clip through background (commit before switching viewports) deus ex dialogue letterbox wrong (no proper setscenenode() call, need to manually set from drawTile()) deus ex not showing all resolutions (only send 16 highest ones) masked textures not having proper polyflags (need to recache if masked while they weren't originally) runestone particles looking blown out and chunky: game sends color > 1 1px edges along masked textures (unreal 1 skybox hills). Was doing alpha testing with filtered sampler; noticed the lines in other renderers after switching off masking for a skybox texture. added anisotropic filtered pass after point sampled pass for better looking grates etc. flickering fog: textures can be updated within a frame and even while currently bound; commit buffers first if updating bound texture geometry though mirror in dx generator office: need to use blendstate for invis instead of discard. almost maxint undrawnindices (led to crash in draw()): negative amount of indices calculated in indextrianglefan as less than 3 points were submitted darkening when detail textures are blended in: original game drew with blendmode src*dest_color + dest*src_color = 2*src*dest; had left out this factor 2 in the shader z-fighting. found close z value for world geometry, set as new near clipping value. Unreal and UT draw weapons within this: detect (1st time z