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Reduce innecesary changes on Render Target textures.
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parent
c354f59b72
commit
c0b2e6536b
7 changed files with 29 additions and 9 deletions
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@ -204,7 +204,10 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
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if ( mShadowMapTex.isNull() ||
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mNumSplits != params->numSplits ||
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mTexSize != texSize )
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{
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_setNumSplits( params->numSplits, texSize );
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mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
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}
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mLogWeight = params->logWeight;
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Frustum fullFrustum( diffuseState->getCameraFrustum() );
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@ -216,8 +219,7 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
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// Set our render target
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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( GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 1.0f, 0 );
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