Graphics/DeferredRenderTechnique: Optimize Deferred Shading
No longer copies depth twice Former-commit-id: 2ce14c38902520e5793434d3cc132bade991afb7 [formerly 0ce2807aab00a0ae73ab565f47591fc8d942ca98] [formerly e1c3f5f4c89f6f57389ad76a9fc8b5facfc9adee [formerly 77787d0fe1f4487404e4a4733775f5a347ba41b0]] Former-commit-id: 36e2dffbbe70861b13b5a471a56a1b32ab17daea [formerly b1fed395ecaf9ec4ec12e6c87a754675bc91c042] Former-commit-id: 0c862f6f2937edc07e7761229b098b4cd7c0b9b6
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@@ -47,9 +47,9 @@ namespace Nz
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Vector2ui m_dimensions;
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DeferredRenderTechnique* m_deferredTechnique;
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DeferredRenderQueue* m_renderQueue;
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RenderBuffer* m_depthStencilBuffer;
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RenderTexture* m_GBufferRTT;
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RenderTexture* m_workRTT;
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Texture* m_depthStencilTexture;
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Texture* m_GBuffer[4];
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Texture* m_workTextures[2];
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