Graphics: Deferred Shading is back!
Former-commit-id: b231aa4a5c13be870e334ab7b780317b3fb5e94e [formerly f155bbf9fab223b7f6a931f70361ddde63ef5d46] [formerly 002dcb36444c752d9cdbaf70b255008073a8670f [formerly b37e872dcca19c3607e318f2032f7842a7698d6d]] Former-commit-id: eee04dd3b14e7b1049e1662156de19683e5c2b14 [formerly ccd0956ed19b806581237aef58416e8338544875] Former-commit-id: 09c603760da3c4edc512e3fd311f2702a2ebe180
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@ -239,6 +239,8 @@ namespace Nz
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std::vector<Matrix4f>& instances = it2->second.instances;
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instances.push_back(transformMatrix);
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materialEntry.maxInstanceCount = std::max(materialEntry.maxInstanceCount, instances.size());
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}
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}
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@ -588,7 +588,7 @@ namespace Nz
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std::memcpy(&m_impl->colorTargets[0], targets, targetCount*sizeof(UInt8));
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m_impl->userDefinedTargets = true;
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InvalidateDrawBuffers();
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InvalidateTargets();
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}
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void RenderTexture::SetColorTargets(const std::initializer_list<UInt8>& targets) const
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@ -614,7 +614,7 @@ namespace Nz
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*ptr++ = index;
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m_impl->userDefinedTargets = true;
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InvalidateDrawBuffers();
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InvalidateTargets();
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}
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void RenderTexture::Unlock() const
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