void App::RenderTerrain2( bool bReset, float fTime, float fElapsedTime )
{
	g_ResetTerrain = bReset;

	if (g_ResetTerrain)
	{
		g_ResetTerrain = false;

		DeformInitTerrain(context);
	}

	renderer->changeToMainFramebuffer();	

	ID3D11DeviceContext* pContext =  GetApp()->GetContext();

	ID3D11RenderTargetView* pBackBufferRTV; 
	ID3D11DepthStencilView* pBackBufferDSV;

	pContext->OMGetRenderTargets(1, &pBackBufferRTV, &pBackBufferDSV);

	// Clear render target and the depth stencil 
	float ClearColor[4] = { 1.0f, 0.0f, 1.0f, 1.0f };					// Purple to better spot terrain cracks (disable sky cube).
	//float ClearColor[4] = { 0.465f, 0.725f, 0.0f, 1.0f };				// NV green for colour-consistent illustrations.
	pContext->ClearRenderTargetView(pBackBufferRTV, ClearColor);					
	pContext->ClearDepthStencilView(pBackBufferDSV, D3D11_CLEAR_DEPTH, 1.0, 0);	//  ¸®»çÀÌ¡½Ã Error!
	pContext->OMSetRenderTargets(1, &pBackBufferRTV, pBackBufferDSV);
	RenderToBackBuffer(renderer, fTime, fElapsedTime, NULL);

	
}
Example #2
0
void ALSoftwareGraphicsDriver::Render(GlobalFlipType flip)
{
    RenderToBackBuffer();

    if (_autoVsync)
        this->Vsync();

    if (flip == None)
        _filter->RenderScreen(virtualScreen, _global_x_offset, _global_y_offset);
    else
        _filter->RenderScreenFlipped(virtualScreen, _global_x_offset, _global_y_offset, (int)flip);
}