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Nov 4th, 2012
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C# 2.46 KB | None | 0 0
  1. "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format HdrBlendable."
  2.  
  3.  
  4.             public virtual void RenderShadowMap(ref Matrix viewProj, RenderStatistics renderStatistics, GraphicsDevice graphicsDevice)
  5.             {
  6.  
  7.                 //render to shadow map
  8.                 RenderEffect.SetCurrentTechnique(2);
  9.                 RenderEffect.SetLightViewProj(viewProj);
  10.  
  11.  
  12.                 //we need to set this every frame, there are situations where the object is not on screen but it still cast shadows
  13.                 _renderEffect.SetWorld(GlobalTransform);
  14.                 if (_parent.BoneMatrixes != null)
  15.                     _renderEffect.SetBones(_parent.BoneMatrixes);
  16.  
  17.                 RenderEffect.Apply();
  18.  
  19.                 graphicsDevice.SetVertexBuffer(_meshPart.VertexBuffer, _meshPart.VertexOffset);
  20.                 graphicsDevice.Indices = _meshPart.IndexBuffer;
  21.  
  22. /// EXCEPTION:
  23.                 graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _meshPart.NumVertices, _meshPart.StartIndex, _meshPart.PrimitiveCount);
  24.  
  25.                 renderStatistics.DrawCalls++;
  26.                 renderStatistics.ShadowCasterMeshes++;
  27.                
  28.             }
  29.  
  30.  
  31.  
  32. >   LightPrePassRenderer.dll!LightPrePassRenderer.Mesh.SubMesh.RenderShadowMap(ref Microsoft.Xna.Framework.Matrix viewProj, LightPrePassRenderer.RenderStatistics renderStatistics, Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice) Line 161    C#
  33.     LightPrePassRenderer.dll!LightPrePassRenderer.ShadowRenderer.GenerateShadowTextureDirectionalLight(LightPrePassRenderer.Renderer renderer, LightPrePassRenderer.RenderWorld renderWorld, LightPrePassRenderer.Light light, LightPrePassRenderer.ShadowRenderer.CascadeShadowMapEntry cascadeShadowMap, LightPrePassRenderer.Camera camera) Line 239 + 0x58 bytes    C#
  34.     LightPrePassRenderer.dll!LightPrePassRenderer.Renderer.GenerateShadows(LightPrePassRenderer.Camera camera, LightPrePassRenderer.RenderWorld renderWorld) Line 801 + 0x2b bytes  C#
  35.     LightPrePassRenderer.dll!LightPrePassRenderer.Renderer.RenderScene(LightPrePassRenderer.Camera camera, LightPrePassRenderer.RenderWorld renderWorld, float gameTime) Line 550 + 0xe bytes   C#
  36.     GameFramework.dll!GameFramework.Base.GameWorld.Render(Microsoft.Xna.Framework.Graphics.GraphicsDevice device, float deltaTime) Line 238 + 0x3d bytes    C#
  37.     LightPrePass.exe!LightPrePass.LightPrePass.Draw(Microsoft.Xna.Framework.GameTime gameTime) Line 229 + 0x71 bytes    C#
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