/// <summary> /// Clears the render target. /// </summary> /// <param name="context">The context.</param> /// <param name="clearBackBuffer">if set to <c>true</c> [clear back buffer].</param> /// <param name="clearDepthStencilBuffer">if set to <c>true</c> [clear depth stencil buffer].</param> public void ClearRenderTarget(DeviceContext context, bool clearBackBuffer, bool clearDepthStencilBuffer) { if (CurrentRenderHost != null) { CurrentRenderHost.ClearRenderTarget(context, clearBackBuffer, clearDepthStencilBuffer); } }
/// <summary> /// Clears the render target. /// </summary> /// <param name="context">The context.</param> /// <param name="clearBackBuffer">if set to <c>true</c> [clear back buffer].</param> /// <param name="clearDepthStencilBuffer">if set to <c>true</c> [clear depth stencil buffer].</param> public void ClearRenderTarget(DeviceContextProxy context, bool clearBackBuffer, bool clearDepthStencilBuffer) { CurrentRenderHost?.ClearRenderTarget(context, clearBackBuffer, clearDepthStencilBuffer); }
/// <summary> /// Sets the default render targets. /// </summary> /// <param name="clear">if set to <c>true</c> [clear].</param> public void SetDefaultRenderTargets(bool clear = true) { CurrentRenderHost.SetDefaultRenderTargets(clear); }
public void SetDefaultColorTargets(DepthStencilView dsv) { CurrentRenderHost.SetDefaultColorTargets(dsv); }