Reduce innecesary changes on Render Target textures.

This commit is contained in:
LuisAntonRebollo 2014-11-08 02:02:30 +01:00
parent c354f59b72
commit c0b2e6536b
7 changed files with 29 additions and 9 deletions

View file

@ -59,6 +59,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
mShadowMapTex.set( mTexSize * 2, mTexSize,
ShadowMapFormat, &ShadowMapProfile,
"DualParaboloidLightShadowMap" );
mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
}
GFXFrustumSaver frustSaver;
@ -68,8 +69,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
GFX->pushActiveRenderTarget();
mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
mTarget->attachTexture( GFXTextureTarget::DepthStencil,
_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
GFX->setActiveRenderTarget(mTarget);
GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);

View file

@ -259,6 +259,7 @@ protected:
GFXTextureTargetRef mTarget;
U32 mTexSize;
GFXTexHandle mShadowMapTex;
GFXTexHandle mShadowMapDepth;
// The light we are rendering.
LightInfo *mLight;

View file

@ -204,7 +204,10 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
if ( mShadowMapTex.isNull() ||
mNumSplits != params->numSplits ||
mTexSize != texSize )
{
_setNumSplits( params->numSplits, texSize );
mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
}
mLogWeight = params->logWeight;
Frustum fullFrustum( diffuseState->getCameraFrustum() );
@ -216,8 +219,7 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
// Set our render target
GFX->pushActiveRenderTarget();
mTarget->attachTexture( GFXTextureTarget::Color0, mShadowMapTex );
mTarget->attachTexture( GFXTextureTarget::DepthStencil,
_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
GFX->setActiveRenderTarget( mTarget );
GFX->clear( GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 1.0f, 0 );