Graphics/DeferredRenderTechnique: Optimize Deferred Shading

No longer copies depth twice


Former-commit-id: aa2096ade409861b773bc7302ced27ae84fab858 [formerly 80fd00bd4a75506b128b70a545eb43ff6a3a7071] [formerly d8576a8858caca9314ea67661af0ce7d9077ba9d [formerly e626f2fd62d19ca5f952485478bfe46f4a803227]]
Former-commit-id: 363c93e397887e66b25446927bc5ef89e761c488 [formerly a8bee284456d7f46d182ae7df2d565fa29e55b61]
Former-commit-id: 168792d853247ada5add8f97057c213af7c801b3
This commit is contained in:
Lynix
2016-08-15 01:27:33 +02:00
parent c196037cb7
commit f3c57a5417
12 changed files with 24 additions and 38 deletions

View File

@@ -47,9 +47,9 @@ namespace Nz
Vector2ui m_dimensions;
DeferredRenderTechnique* m_deferredTechnique;
DeferredRenderQueue* m_renderQueue;
RenderBuffer* m_depthStencilBuffer;
RenderTexture* m_GBufferRTT;
RenderTexture* m_workRTT;
Texture* m_depthStencilTexture;
Texture* m_GBuffer[4];
Texture* m_workTextures[2];