protected override void OnRenderShadow(RenderContext context, DeviceContextProxy deviceContext) { if (!IsThrowingShadow || ShadowPass.IsNULL) { return; } ShadowPass.BindShader(deviceContext); ShadowPass.BindStates(deviceContext, ShadowStateBinding); DrawIndexed(deviceContext, GeometryBuffer.IndexBuffer, InstanceBuffer); }
protected override void OnRenderShadow(RenderContext context, DeviceContextProxy deviceContext) { if (!IsThrowingShadow || ShadowPass.IsNULL) { return; } MaterialVariables.UpdateModelStructOnly(deviceContext, ref modelStruct); ShadowPass.BindShader(deviceContext); ShadowPass.BindStates(deviceContext, ShadowStateBinding); DrawIndexed(deviceContext, GeometryBuffer.IndexBuffer, InstanceBuffer); }