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Identify depth textures by depth format, not just having DSV flag
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@@ -204,6 +204,7 @@ bool ReplayOutput::AddThumbnail(void *wnd, ResourceId texID)
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if(m_pRenderer->m_Textures[t].ID == texID)
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{
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depthMode = (m_pRenderer->m_Textures[t].creationFlags & eTextureCreate_DSV) > 0;
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depthMode |= (m_pRenderer->m_Textures[t].format.compType == eCompType_Depth);
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break;
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}
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}
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