/// <summary> /// /// </summary> void CheckShadowSize() { if (CSMCascadeCount != cascadedShadowMap.CascadeCount || CSMCascadeSize != cascadedShadowMap.CascadeSize) { SafeDispose(ref cascadedShadowMap); cascadedShadowMap = new CascadedShadowMap(Game.GraphicsDevice, CSMCascadeSize, CSMCascadeCount); } }
/// <summary> /// /// </summary> void CreateShadowMaps() { SafeDispose(ref cascadedShadowMap); SafeDispose(ref spotColor); SafeDispose(ref spotDepth); cascadedShadowMap = new CascadedShadowMap(Game.GraphicsDevice, CSMCascadeSize, CSMCascadeCount); spotColor = new RenderTarget2D(Game.GraphicsDevice, ColorFormat.R32F, SpotShadowSize * 4, SpotShadowSize * 4); spotDepth = new DepthStencil2D(Game.GraphicsDevice, DepthFormat.D24S8, SpotShadowSize * 4, SpotShadowSize * 4); }
/// <summary> /// /// </summary> void CheckShadowSize () { if (CSMCascadeCount!=cascadedShadowMap.CascadeCount || CSMCascadeSize!=cascadedShadowMap.CascadeSize) { SafeDispose( ref cascadedShadowMap ); cascadedShadowMap = new CascadedShadowMap( Game.GraphicsDevice, CSMCascadeSize, CSMCascadeCount ); } }
/// <summary> /// /// </summary> void CreateShadowMaps () { SafeDispose( ref cascadedShadowMap ); SafeDispose( ref spotColor ); SafeDispose( ref spotDepth ); cascadedShadowMap = new CascadedShadowMap( Game.GraphicsDevice, CSMCascadeSize, CSMCascadeCount ); spotColor = new RenderTarget2D( Game.GraphicsDevice, ColorFormat.R32F, SpotShadowSize * 4, SpotShadowSize * 4 ); spotDepth = new DepthStencil2D( Game.GraphicsDevice, DepthFormat.D24S8, SpotShadowSize * 4, SpotShadowSize * 4 ); }