| 2470 | } |
| 2471 | |
| 2472 | bool EveSpaceScene::PrepareShadowMapForLights( Tr2RenderContext& renderContext, const Tr2TextureAL& shadowMap ) |
| 2473 | { |
| 2474 | CCP_STATS_ZONE( __FUNCTION__ ); |
| 2475 | |
| 2476 | // Using depth stencil as shadow map |
| 2477 | renderContext.m_esm.PushRenderTarget( Tr2TextureAL() ); //empty texture |
| 2478 | renderContext.m_esm.PushDepthStencilBuffer( shadowMap ); |
| 2479 | |
| 2480 | // we want a clean depth buffer for this |
| 2481 | renderContext.SetReadOnlyDepth( false ); |
| 2482 | CR( renderContext.Clear( Tr2RenderContextEnum::CLEARFLAGS_ZBUFFER, 0, 0, 0 ) ); |
| 2483 | |
| 2484 | return true; |
| 2485 | } |
| 2486 | |
| 2487 | void EveSpaceScene::RenderShadowMapForSpotLight( |
| 2488 | Tr2RenderContext& renderContext, |
nothing calls this directly
no test coverage detected