Example #1
0
 /// <summary>
 /// Updates render targets (color and depth-stencil buffers) based on current render target state.
 /// </summary>
 /// <param name="useControl">Use draw buffers information from render target control register</param>
 /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
 public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
 {
     _stateUpdater.UpdateRenderTargetState(useControl, singleUse);
 }
Example #2
0
 /// <summary>
 /// Updates render targets (color and depth-stencil buffers) based on current render target state.
 /// </summary>
 /// <param name="useControl">Use draw buffers information from render target control register</param>
 /// <param name="layered">Indicates if the texture is layered</param>
 /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
 public void UpdateRenderTargetState(bool useControl, bool layered = false, int singleUse = -1)
 {
     _stateUpdater.UpdateRenderTargetState(useControl, layered, singleUse);
 }