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
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@@ -48,7 +48,7 @@ namespace Nz
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m_deferredTechnique = technique;
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m_renderQueue = static_cast<DeferredRenderQueue*>(technique->GetRenderQueue());
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m_depthStencilBuffer = technique->GetDepthStencilBuffer();
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m_depthStencilTexture = technique->GetDepthStencilTexture();
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m_GBufferRTT = technique->GetGBufferRTT();
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for (unsigned int i = 0; i < 3; ++i)
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