private void InitCascadeTextures(int cascadeResolution) { DestroyCascadeTextures(); m_cascadeShadowmapArray = MyRwTextures.CreateShadowmapArray(cascadeResolution, cascadeResolution, m_initializedShadowCascadesCount, Format.R24G8_Typeless, Format.D24_UNorm_S8_UInt, Format.R24_UNorm_X8_Typeless, "Cascades shadowmaps"); m_cascadeShadowmapBackup = MyRwTextures.CreateShadowmapArray(cascadeResolution, cascadeResolution, m_initializedShadowCascadesCount, Format.R24G8_Typeless, Format.D24_UNorm_S8_UInt, Format.R24_UNorm_X8_Typeless, "Cascades shadowmaps backup"); if (m_cascadesReferenceCount == 0 && MyScene.SeparateGeometry) { m_combinedShadowmapArray = MyRwTextures.CreateRenderTargetArray(cascadeResolution, cascadeResolution, m_initializedShadowCascadesCount, Format.R32_Float, Format.R32_Float, "Combined shadowmaps"); } ++m_cascadesReferenceCount; }
private void InitCascadeTextures(int cascadeResolution) { DestroyCascadeTextures(); MyRender11.Log.WriteLine("InitCascadeTextures: " + m_cascadesReferenceCount + " / " + MyScene.SeparateGeometry); m_cascadeShadowmapArray = MyRwTextures.CreateShadowmapArray(cascadeResolution, cascadeResolution, m_initializedShadowCascadesCount, Format.R32_Typeless, Format.D32_Float, Format.R32_Float, "Cascades shadowmaps"); m_cascadeShadowmapBackup = MyRwTextures.CreateShadowmapArray(cascadeResolution, cascadeResolution, m_initializedShadowCascadesCount, Format.R32_Typeless, Format.D32_Float, Format.R32_Float, "Cascades shadowmaps backup"); if (m_cascadesReferenceCount == 0 && MyScene.SeparateGeometry) { MyRender11.Log.WriteLine("InitCascadeTextures m_combinedShadowmapArray"); m_combinedShadowmapArray = MyRwTextures.CreateRenderTargetArray(cascadeResolution, cascadeResolution, m_initializedShadowCascadesCount, Format.R32_Float, Format.R32_Float, "Combined shadowmaps"); } ++m_cascadesReferenceCount; }