Graphics/DeferredRenderTechnique: Optimize Deferred Shading

No longer copies depth twice


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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

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