Original Post
I have a fairly simple setup for caching renderstates to reduce the numver of redundancies. But, I am having a problem. The problem is that something is setting renderstates, without my approval. I stepped through my code, line by line, and it seems that some D3D call is setting renderstates. Has anyone else ever seen this behavior? Any reasons for it? Could this be a driver thing?
Thanks for any info =).
Z.