/// <summary> /// Updates render targets (color and depth-stencil buffers) based on current render target state. /// </summary> /// <param name="useControl">Use draw buffers information from render target control register</param> /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param> public void UpdateRenderTargetState(bool useControl, int singleUse = -1) { _stateUpdater.UpdateRenderTargetState(useControl, singleUse); }
/// <summary> /// Updates render targets (color and depth-stencil buffers) based on current render target state. /// </summary> /// <param name="useControl">Use draw buffers information from render target control register</param> /// <param name="layered">Indicates if the texture is layered</param> /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param> public void UpdateRenderTargetState(bool useControl, bool layered = false, int singleUse = -1) { _stateUpdater.UpdateRenderTargetState(useControl, layered, singleUse); }