public ShadowMapRenderer(GraphicsDevice graphicsDevice) { _shadowFrustumCalculator = new ShadowFrustumCalculator(); _lightFrustum = new BoundingFrustum(Matrix4x4.Identity); _shadowConstantsPSBuffer = AddDisposable(new ConstantBuffer <GlobalShaderResources.ShadowConstantsPS>( graphicsDevice, "ShadowConstantsPS")); }
public ShadowMapRenderer() { _shadowFrustumCalculator = new ShadowFrustumCalculator(); _lightFrustum = new BoundingFrustum(Matrix4x4.Identity); }