| 265 | } |
| 266 | |
| 267 | void Tr2ShadowMap::EndShadowRendering( Tr2RenderContext& renderContext ) |
| 268 | { |
| 269 | CCP_STATS_ZONE( __FUNCTION__ ); |
| 270 | renderContext.SetReadOnlyDepth( false ); |
| 271 | |
| 272 | //***** End shadow rendering *****// |
| 273 | renderContext.m_esm.PopRenderTarget(); |
| 274 | renderContext.m_esm.PopDepthStencilBuffer(); |
| 275 | renderContext.m_esm.PopViewport(); |
| 276 | } |
| 277 | |
| 278 | Tr2GpuResourcePool::Texture Tr2ShadowMap::DrawToShadowMapResult( Tr2RenderContext& renderContext, Tr2GpuResourcePool& gpuResourcePool, const Tr2TextureAL& depthMap, const Tr2TextureAL& cascadedShadowDepth, float upscaling ) |
| 279 | { |
no test coverage detected