internal void Clear(VRageMath.Color clearColor) { RC.ClearDsv(DepthStencil, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, MyRender11.DepthClearValue, 0); var v3 = clearColor.ToVector3(); RC.ClearRtv(m_gbuffer0, new Color4(v3.X, v3.Y, v3.Z, 1)); RC.ClearRtv(m_gbuffer1, Color4.Black); RC.ClearRtv(m_gbuffer2, Color4.Black); RC.ClearRtv(m_lbuffer, Color4.Black); }
internal ListReader <MyShadowmapQuery> PrepareQueries() { m_shadowmapQueries.Clear(); if (MyRender11.DebugOverrides.SpotLights) { PrepareSpotlights(); } m_cascadeHandler.PrepareQueries(m_shadowmapQueries); for (int shadowQueryIndex = 0; shadowQueryIndex < m_shadowmapQueries.Count; ++shadowQueryIndex) { RC.ClearDsv(m_shadowmapQueries[shadowQueryIndex].DepthBuffer, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0); } return(m_shadowmapQueries); }