internal static void AddCamera(ref MatrixD viewMatrix, ref MatrixD projectionMatrix, MyViewport viewport, MyGBuffer gbuffer) { var frustumMask = m_cullQuery.AddFrustum(new BoundingFrustumD(MyEnvironment.ViewProjectionD)); MyGBufferPass pass = new MyGBufferPass(); pass.Cleanup(); pass.ProcessingMask = frustumMask; pass.ViewProjection = MyEnvironment.ViewProjectionAt0; pass.Viewport = viewport; pass.GBuffer = gbuffer; pass.PerFrame(); m_wavefront.Add(pass); }
public static void Cleanup(MyGBufferPass renderPass) { renderPass.Cleanup(); }