protected override void BeforeRender(DX11GraphicsRenderer renderer, DX11RenderContext context)
 {
     renderer.EnableDepth = this.FInDepthBuffer[0];
     renderer.DepthStencil = this.depthmanager.GetDepthStencil(context);
     renderer.DepthMode = this.depthmanager.Mode;
     renderer.SetRenderTargets(targets[context]);
 }
        protected override void BeforeRender(DX11GraphicsRenderer renderer, DX11RenderContext context)
        {
            IDX11RenderTargetView[] rtvs = new IDX11RenderTargetView[this.FOutBuffers.SliceCount];
            for (int i = 0; i < this.FOutBuffers.SliceCount;i++)
            {
                rtvs[i] = this.FOutBuffers[i][context];
            }

            renderer.EnableDepth = this.FInDepthBuffer[0];
            renderer.DepthStencil = this.depthmanager.GetDepthStencil(context);
            renderer.DepthMode = this.depthmanager.Mode;
            renderer.SetRenderTargets(rtvs);
        }