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37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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// Description : Implementation of the shadow maps using NULL device specific implementation
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// shadow map calculations
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#include "RenderDll_precompiled.h"
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#include "NULL_Renderer.h"
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#include "../Common/Shadow_Renderer.h"
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#include "I3DEngine.h"
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IDynTexture* CNULLRenderer::MakeDynTextureFromShadowBuffer([[maybe_unused]] int nSize, [[maybe_unused]] IDynTexture* pDynTexture)
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{
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return NULL;
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}
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bool CNULLRenderer::PrepareDepthMap([[maybe_unused]] ShadowMapFrustum* SMSource, [[maybe_unused]] int nFrustumLOD, [[maybe_unused]] bool bClearPool)
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{
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return true;
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}
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void CNULLRenderer::DrawAllShadowsOnTheScreen()
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{
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}
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