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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@@ -37,7 +37,7 @@ namespace Nz
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void EnablePass(RenderPassType renderPass, int position, bool enable);
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RenderBuffer* GetDepthStencilBuffer() const;
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Texture* GetDepthStencilTexture() const;
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Texture* GetGBuffer(unsigned int i) const;
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RenderTexture* GetGBufferRTT() const;
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const ForwardRenderTechnique* GetForwardTechnique() const;
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@@ -69,14 +69,14 @@ namespace Nz
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std::map<RenderPassType, std::map<int, std::unique_ptr<DeferredRenderPass>>, RenderPassComparator> m_passes;
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ForwardRenderTechnique m_forwardTechnique; // Must be initialized before the RenderQueue
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DeferredRenderQueue m_renderQueue;
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mutable RenderBufferRef m_depthStencilBuffer;
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mutable TextureRef m_depthStencilTexture;
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mutable RenderTexture m_GBufferRTT;
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mutable RenderTexture m_workRTT;
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mutable TextureRef m_GBuffer[4];
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mutable TextureRef m_workTextures[2];
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mutable Vector2ui m_GBufferSize;
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const RenderTarget* m_viewerTarget;
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};
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};
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}
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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