void D3D11CommandBuffer::BeginRenderPass( RenderTarget& renderTarget, const RenderPass* renderPass, std::uint32_t numClearValues, const ClearValue* clearValues) { /* Bind render target/context */ if (renderTarget.IsRenderContext()) BindRenderContext(LLGL_CAST(D3D11RenderContext&, renderTarget)); else BindRenderTarget(LLGL_CAST(D3D11RenderTarget&, renderTarget)); /* Clear attachments */ if (renderPass) { auto renderPassD3D = LLGL_CAST(const D3D11RenderPass*, renderPass); ClearAttachmentsWithRenderPass(*renderPassD3D, numClearValues, clearValues); } }