/// <summary> /// Initializes a new instance of the <see cref="DeferredRenderTechnicInitDescription"/> struct. /// </summary> /// <param name="DeferredGBuffer">The deferred G buffer.</param> /// <param name="DeferredLightMap">The deferred light map.</param> /// <param name="DeferredFinalCombination">The deferred final combination.</param> /// <param name="ForwardPass">The forward pass.</param> /// <param name="BackGroundColor">Color of the back ground.</param> /// <param name="LightDebug">if set to <c>true</c> [light debug].</param> /// <param name="DefferedDebug">if set to <c>true</c> [deffered debug].</param> /// <param name="UseFloatingBufferForLightMap">if set to <c>true</c> [use floating buffer for light map].</param> /// <param name="CullPointLight">if set to <c>true</c> [cull point light].</param> /// <param name="ExtraForwardPass">if set to <c>true</c> [extra forward pass].</param> /// <param name="RenderTargetsNameToDefferedDebug">The render targets name to deffered debug.</param> /// <param name="RestoreDepthOption">The restore depth option.</param> public DeferredRenderTechnicInitDescription(IDeferredGBuffer DeferredGBuffer, IDeferredLightMap DeferredLightMap, IDeferredFinalCombination DeferredFinalCombination, ForwardPass ForwardPass, Color BackGroundColor, bool LightDebug, bool DefferedDebug, bool UseFloatingBufferForLightMap, bool CullPointLight, bool ExtraForwardPass, String[] RenderTargetsNameToDefferedDebug, RestoreDepthOption RestoreDepthOption) { this.DefferedDebug = DefferedDebug; this.UseFloatingBufferForLightMap = UseFloatingBufferForLightMap; this.LightDebug = LightDebug; this.CullPointLight = CullPointLight; this.ExtraForwardPass = ExtraForwardPass; this.DeferredGBuffer = DeferredGBuffer; this.DeferredLightMap = DeferredLightMap; this.DeferredFinalCombination = DeferredFinalCombination; this.RestoreDepthOption = RestoreDepthOption; this.ForwardPass = ForwardPass; this.RenderTargetsNameToDefferedDebug = RenderTargetsNameToDefferedDebug; this.BackGroundColor = BackGroundColor; OrderAllObjectsBeforeDraw = null; OrderDeferredObjectsBeforeDraw = null; OrderForwardObjectsBeforeDraw = null; }