public GBufferRenderer(IGraphicsService graphicsService, SceneNodeRenderer sceneNodeRenderer, DecalRenderer decalRenderer) { _clearGBufferRenderer = new ClearGBufferRenderer(graphicsService); _sceneNodeRenderer = sceneNodeRenderer; _decalRenderer = decalRenderer; // This filter is used to downsample the depth buffer (GBuffer0). _downsampleFilter = PostProcessHelper.GetDownsampleFilter(graphicsService); }
public DownsampleSample(Microsoft.Xna.Framework.Game game) : base(game) { // Create a DownsampleFilter which downsamples the current screen to a 64x64 pixel buffer. _downsampleFilter = new DownsampleFilter(GraphicsService) { // The PostProcessorChain reads the DefaultTargetFormat property. Here, // we can define the downsampled resolution. DefaultTargetFormat = new RenderTargetFormat(64, 64, false, SurfaceFormat.Color, DepthFormat.None), }; GraphicsScreen.PostProcessors.Add(_downsampleFilter); // This CopyFilter copies the downsampled image to the back buffer. _copyFilter = new CopyFilter(GraphicsService); GraphicsScreen.PostProcessors.Add(_copyFilter); }