void CSetRenderTargetSceneRendererCommand::Execute(CContextManager &_context) { ID3D11DepthStencilView *l_DepthStencilView = m_DynamicTextures.empty() ? NULL : m_DynamicTextures[0]->GetDepthStencilView(); _context.SetRenderTargets((UINT)m_DynamicTextures.size(), &m_RenderTargetViews[0], l_DepthStencilView == NULL ? _context.GetDepthStencilView() : l_DepthStencilView); }