Graphics: Deferred Shading is back!
Former-commit-id: 7548832de10b4240ff026d2884b9f3db6d48e212 [formerly cb255ac8457c43bd516f8e360527fef7ca898641] [formerly cb64b1420c6b75fdae8b1918b9f1dfbb257a9c75 [formerly 79174685d3af9dd158235728726a05332c5f18ac]] Former-commit-id: aa6beaab51e7f18a587f8a7342e3f92a2af44998 [formerly e0e3c03197aad458a0b36ccfb6138b2e37451131] Former-commit-id: a9c0837e8e81e5a5c1ddfcaf39a881c2480b1c3a
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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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