internal void CreateResources(Int2 swapchainSize, DeviceTexture[] swapchainTargets) { ThrowIfDisposed(); gbufferTechnique.CreateResources(swapchainSize, sceneDataBuffer); shadowTechnique.CreateResources(swapchainSize, sceneDataBuffer); bloomTechnique.CreateResources(swapchainSize); aoTechnique.CreateResources(swapchainSize); deferredTechnique.CreateResources(swapchainTargets, sceneDataBuffer); }