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