Graphics Reference
In-Depth Information
// Clear the render target, bind, render, unbind
lightRenderer.Clear(context);
lightRenderer.Bind(context);
lightRenderer.Render(); // Render lights
lightRenderer.Unbind(context);
// Restore default render targets
context.OutputMerger.SetRenderTargets(this.DepthStencilView
, this.RenderTargetView);
// Render the light buffer using SA-Quad's default shader
saQuad.Shader = null; // use default shader
saQuad.ShaderResources = new[] { lightRenderer.SRV };
saQuad.Render();
Final result of the lighting pass
The previous screenshot shows the resulting output with 14 point lights and a single
ambient light.
 
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