/// <summary>
 /// Binds a depth-stencil buffer and a set of render targets to the output-merger stage. See <see cref="Textures+and+render+targets"/> to learn how to use it.
 /// </summary>
 /// <param name="depthStencilBuffer">The depth stencil buffer.</param>
 /// <param name="renderTargets">The render targets.</param>
 /// <exception cref="System.ArgumentNullException">renderTargetViews</exception>
 private void SetDepthAndRenderTargetsImpl(Texture depthStencilBuffer, Texture[] renderTargets)
 {
     for (int i = 0; i < renderTargets.Length; i++)
     {
         currentRenderTargetViews[i] = renderTargets[i] != null ? renderTargets[i].NativeRenderTargetView : null;
     }
     outputMerger.SetTargets(depthStencilBuffer != null ? depthStencilBuffer.NativeDepthStencilView : null, currentRenderTargetViews.Length, currentRenderTargetViews);
 }
Beispiel #2
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        /// <summary>
        /// Binds a depth-stencil buffer and a set of render targets to the output-merger stage. See <see cref="Textures+and+render+targets"/> to learn how to use it.
        /// </summary>
        /// <param name="depthStencilBuffer">The depth stencil buffer.</param>
        /// <param name="renderTargetCount">The number of render targets.</param>
        /// <param name="renderTargets">The render targets.</param>
        /// <exception cref="System.ArgumentNullException">renderTargetViews</exception>
        private void SetRenderTargetsImpl(Texture depthStencilBuffer, int renderTargetCount, Texture[] renderTargets)
        {
            for (int i = 0; i < renderTargetCount; i++)
            {
                currentRenderTargetViews[i] = renderTargets[i].NativeRenderTargetView;
            }

            outputMerger.SetTargets(depthStencilBuffer != null ? depthStencilBuffer.NativeDepthStencilView : null, renderTargetCount, currentRenderTargetViews);
        }