@@ -529,8 +529,6 @@ void AtmosphereSample::RenderShadowMap(IDeviceContext* pContext,
529529
530530 m_EarthHemisphere.Render (m_pImmediateContext, m_TerrainRenderParams, m_f3CameraPos, WorldToLightProjSpaceMatr, nullptr , nullptr , nullptr , true );
531531 }
532-
533- pContext->SetRenderTargets (0 , nullptr , nullptr , RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
534532}
535533
536534
@@ -572,26 +570,21 @@ void AtmosphereSample::Render()
572570 // render targets
573571 auto * pAmbientSkyLightSRV = m_pLightSctrPP->GetAmbientSkyLightSRV (m_pDevice, m_pImmediateContext);
574572
575- m_pImmediateContext->SetRenderTargets (0 , nullptr , nullptr , RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
573+ auto * pRTV = m_pSwapChain->GetCurrentBackBufferRTV ();
574+ auto * pDSV = m_pSwapChain->GetDepthBufferDSV ();
575+ m_pImmediateContext->SetRenderTargets (1 , &pRTV, pDSV, RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
576576
577577 const float ClearColor[] = {0 .350f , 0 .350f , 0 .350f , 1 .0f };
578578 const float Zero[] = {0 .f , 0 .f , 0 .f , 0 .f };
579- m_pImmediateContext->ClearRenderTarget (nullptr , m_bEnableLightScattering ? Zero : ClearColor, RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
579+ m_pImmediateContext->ClearRenderTarget (pRTV , m_bEnableLightScattering ? Zero : ClearColor, RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
580580
581- ITextureView *pRTV = nullptr , *pDSV = nullptr ;
582581 if (m_bEnableLightScattering)
583582 {
584583 pRTV = m_pOffscreenColorBuffer->GetDefaultView (TEXTURE_VIEW_RENDER_TARGET );
585584 pDSV = m_pOffscreenDepthBuffer->GetDefaultView (TEXTURE_VIEW_DEPTH_STENCIL );
586585 m_pImmediateContext->SetRenderTargets (1 , &pRTV, pDSV, RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
587586 m_pImmediateContext->ClearRenderTarget (pRTV, Zero, RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
588587 }
589- else
590- {
591- pRTV = nullptr ;
592- pDSV = nullptr ;
593- m_pImmediateContext->SetRenderTargets (0 , nullptr , nullptr , RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
594- }
595588
596589 m_pImmediateContext->ClearDepthStencil (pDSV, CLEAR_DEPTH_FLAG , 1 .f , 0 , RESOURCE_STATE_TRANSITION_MODE_TRANSITION );
597590
@@ -658,8 +651,9 @@ void AtmosphereSample::Render()
658651 FrameAttribs.ptex2DSrcColorBufferRTV = m_pOffscreenColorBuffer->GetDefaultView (TEXTURE_VIEW_RENDER_TARGET );
659652 FrameAttribs.ptex2DSrcDepthBufferSRV = m_pOffscreenDepthBuffer->GetDefaultView (TEXTURE_VIEW_SHADER_RESOURCE );
660653 FrameAttribs.ptex2DSrcDepthBufferDSV = m_pOffscreenDepthBuffer->GetDefaultView (TEXTURE_VIEW_DEPTH_STENCIL );
654+ FrameAttribs.ptex2DDstColorBufferRTV = m_pSwapChain->GetCurrentBackBufferRTV ();
655+ FrameAttribs.ptex2DDstDepthBufferDSV = m_pSwapChain->GetDepthBufferDSV ();
661656 FrameAttribs.ptex2DShadowMapSRV = m_ShadowMapMgr.GetSRV ();
662- FrameAttribs.pDstRTV = nullptr ; // mpBackBufferRTV;
663657
664658 // Perform the post processing
665659 m_pLightSctrPP->PerformPostProcessing (FrameAttribs, m_PPAttribs);
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