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@@ -307,7 +307,7 @@ public:
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/// Allocate a shadow map. If shadow map reuse is disabled, a different map is returned each time.
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/// Allocate a shadow map. If shadow map reuse is disabled, a different map is returned each time.
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Texture2D* GetShadowMap(Light* light, Camera* camera, unsigned viewWidth, unsigned viewHeight);
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Texture2D* GetShadowMap(Light* light, Camera* camera, unsigned viewWidth, unsigned viewHeight);
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/// Allocate a rendertarget or depth-stencil texture for deferred rendering or postprocessing. Should only be called during actual rendering, not before.
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/// Allocate a rendertarget or depth-stencil texture for deferred rendering or postprocessing. Should only be called during actual rendering, not before.
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- Texture2D* GetScreenBuffer(int width, int height, unsigned format, bool filtered = false, bool srgb = false);
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+ Texture2D* GetScreenBuffer(int width, int height, unsigned format, bool filtered, bool srgb);
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/// Allocate a depth-stencil surface that does not need to be readable. Should only be called during actual rendering, not before.
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/// Allocate a depth-stencil surface that does not need to be readable. Should only be called during actual rendering, not before.
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RenderSurface* GetDepthStencil(int width, int height);
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RenderSurface* GetDepthStencil(int width, int height);
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/// Allocate an occlusion buffer.
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/// Allocate an occlusion buffer.
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