/// <summary> /// Adds the shadow map texture to the budget of textures. /// </summary> /// <param name="shadowMapTexture">The shadow map texture.</param> /// <param name="filterType">The filtering that will be applied to this shadow.</param> protected void AddShadowMapTexture(ShadowMapTexture shadowMapTexture, LightShadowMapFilterType filterType) { if (filterType == LightShadowMapFilterType.Variance) { texturesVsm.Add(shadowMapTexture, shadowMapTexture.ShadowMapDepthTexture.ViewWidth * shadowMapTexture.ShadowMapDepthTexture.ViewHeight); shadowMapVsmTextures.Add(shadowMapTexture); } else { texturesDefault.Add(shadowMapTexture, shadowMapTexture.ShadowMapDepthTexture.ViewWidth * shadowMapTexture.ShadowMapDepthTexture.ViewHeight); shadowMapDefaultTextures.Add(shadowMapTexture); } InternalShadowMapTextures.Add(shadowMapTexture); }