public ShadowDecorator(Device device) { _device = device; _cameraFrustum = new Frustum3D(Matrix3D.Identity); // Create new floating point render target _shadowRenderTarget = new Texture(device, ShadowMapSize, ShadowMapSize, 1, Usage.RenderTarget, Format.G32R32F, Pool.Default); // Create depth buffer to use when rendering to the shadow map _shadowDepthBuffer = Surface.CreateDepthStencil(_device, ShadowMapSize, ShadowMapSize, Format.D24X8, MultisampleType.None, 0, true); _shadowMapSprite = new Sprite(device); _blur = new BlurComponent(_device, ShadowMapSize); }
public ShadowDecorator(Device device) { _device = device; _cameraFrustum = new BoundingFrustum(Matrix3D.Identity); // Create new floating point render target _shadowRenderTarget = new Texture(device, ShadowMapSize, ShadowMapSize, 1, Usage.RenderTarget, Format.G32R32F, Pool.Default); // Create depth buffer to use when rendering to the shadow map _shadowDepthBuffer = Surface.CreateDepthStencil(_device, ShadowMapSize, ShadowMapSize, Format.D24X8, MultisampleType.None, 0, true); _shadowMapSprite = new Sprite(device); _blur = new BlurComponent(_device, ShadowMapSize); }