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Reduce innecesary changes on Render Target textures.
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c354f59b72
commit
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7 changed files with 29 additions and 9 deletions
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@ -59,6 +59,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
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mShadowMapTex.set( mTexSize * 2, mTexSize,
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ShadowMapFormat, &ShadowMapProfile,
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"DualParaboloidLightShadowMap" );
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mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
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}
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GFXFrustumSaver frustSaver;
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@ -68,8 +69,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
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GFX->pushActiveRenderTarget();
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mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
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mTarget->attachTexture( GFXTextureTarget::DepthStencil,
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_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
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mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
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GFX->setActiveRenderTarget(mTarget);
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GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);
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