ITexture *GetBlurYBuffer( void ) { if( !s_pBlurYBuffer ) { s_pBlurYBuffer.InitNamedRenderTarget("_rt_blur_y", 512, 512, RT_SIZE_DEFAULT, IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE); Assert( !IsErrorTexture( s_pBlurYBuffer ) ); DevMsg("Working on Y\n"); } return s_pBlurYBuffer; }