void CRtwShadowRenderer::Draw() { GetDX11Context()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // DrawFirstPassDepth(); DrawImportance(); ID3D11RenderTargetView* renderTargets[1] = { nullptr }; GetDX11Context()->OMSetRenderTargets(1, renderTargets, nullptr); GenerateWarpMapCS(); DrawRtwShadows(); DrawFinal(); }
void FontInstance::DrawFont( QuadTexture* Surface, const int Px,const int Py, std::wstring& Text, const unsigned long Color, bool Gen) { Utf32String Str=ConvertUtf16ToUtf32(Text); DrawFinal(Surface,Px,Py,Str,Color,Gen); };
void FontInstance::DrawFont( QuadTexture* Surface, const int Px,const int Py, std::string& Text, const unsigned long Color, bool Gen) { //SurfAutolock Sal(Surface); Utf32String Str=ConvertAsciiToUtf32(Text.c_str()); DrawFinal(Surface,Px,Py,Str,Color,Gen); };