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- "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format HdrBlendable."
- public virtual void RenderShadowMap(ref Matrix viewProj, RenderStatistics renderStatistics, GraphicsDevice graphicsDevice)
- {
- //render to shadow map
- RenderEffect.SetCurrentTechnique(2);
- RenderEffect.SetLightViewProj(viewProj);
- //we need to set this every frame, there are situations where the object is not on screen but it still cast shadows
- _renderEffect.SetWorld(GlobalTransform);
- if (_parent.BoneMatrixes != null)
- _renderEffect.SetBones(_parent.BoneMatrixes);
- RenderEffect.Apply();
- graphicsDevice.SetVertexBuffer(_meshPart.VertexBuffer, _meshPart.VertexOffset);
- graphicsDevice.Indices = _meshPart.IndexBuffer;
- /// EXCEPTION:
- graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _meshPart.NumVertices, _meshPart.StartIndex, _meshPart.PrimitiveCount);
- renderStatistics.DrawCalls++;
- renderStatistics.ShadowCasterMeshes++;
- }
- > LightPrePassRenderer.dll!LightPrePassRenderer.Mesh.SubMesh.RenderShadowMap(ref Microsoft.Xna.Framework.Matrix viewProj, LightPrePassRenderer.RenderStatistics renderStatistics, Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice) Line 161 C#
- 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#
- LightPrePassRenderer.dll!LightPrePassRenderer.Renderer.GenerateShadows(LightPrePassRenderer.Camera camera, LightPrePassRenderer.RenderWorld renderWorld) Line 801 + 0x2b bytes C#
- LightPrePassRenderer.dll!LightPrePassRenderer.Renderer.RenderScene(LightPrePassRenderer.Camera camera, LightPrePassRenderer.RenderWorld renderWorld, float gameTime) Line 550 + 0xe bytes C#
- GameFramework.dll!GameFramework.Base.GameWorld.Render(Microsoft.Xna.Framework.Graphics.GraphicsDevice device, float deltaTime) Line 238 + 0x3d bytes C#
- LightPrePass.exe!LightPrePass.LightPrePass.Draw(Microsoft.Xna.Framework.GameTime gameTime) Line 229 + 0x71 bytes C#
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