//============================================================ public void SetRenderTarget(FDxBufferedDepth depth, FDxBufferedTexture[] targets) { int count = targets.Length; RenderTargetView[] targetViews = new RenderTargetView[count]; Viewport[] viewports = new Viewport[count]; for (int n = 0; n < count; n++) { targetViews[n] = targets[n].NativeTarget; viewports[n] = targets[n].NativeViewport; } _nativeDevice.OutputMerger.SetTargets(depth.NativeDepth, targetViews); //_nativeDevice.OutputMerger.SetTargets(targetViews); _nativeDevice.Rasterizer.SetViewports(viewports); }
//============================================================ public void SetRenderTarget(FDxBufferedDepth depth, FDxBufferedTexture target) { _nativeTargetActive = target.NativeTarget; _nativeDevice.OutputMerger.SetTargets(depth.NativeDepth, _nativeTargetActive); _nativeDevice.Rasterizer.SetViewports(target.NativeViewport); }