> > Michal,
> >
> > why do you need this for linear interpolator and not perspective? I
> > think d3d mobile let you disable perspective correct texturing, but it
> > is always enabled for normal d3d.
> >   
> I could not think of a use case that uses perspective and cylindrical 
> interpolation at the same time. If you think it's valid, we can 
> implement cylindrical wrapping for perspective interpolator, but then I 
> am not sure how exactly it should be done, i.e. should we divide and 
> then wrap or the opposite?

Is there some way we can figure out what DX9 does here?  Maybe a quick
test?

Keith


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