protected override void BeforeRender(DX11GraphicsRenderer renderer, DX11RenderContext context) { renderer.EnableDepth = this.FInDepthBuffer[0]; renderer.DepthStencil = this.depthmanager.GetDepthStencil(context); renderer.DepthMode = this.depthmanager.Mode; renderer.SetRenderTargets(targets[context]); }
protected override void BeforeRender(DX11GraphicsRenderer renderer, DX11RenderContext context) { IDX11RenderTargetView[] rtvs = new IDX11RenderTargetView[this.FOutBuffers.SliceCount]; for (int i = 0; i < this.FOutBuffers.SliceCount;i++) { rtvs[i] = this.FOutBuffers[i][context]; } renderer.EnableDepth = this.FInDepthBuffer[0]; renderer.DepthStencil = this.depthmanager.GetDepthStencil(context); renderer.DepthMode = this.depthmanager.Mode; renderer.SetRenderTargets(rtvs); }