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);
}