public D3D9DepthBuffer( PoolId poolId, D3DRenderSystem renderSystem,
Device creator, Surface depthBufferSurf,
Format fmt, int width, int height,
MultisampleType fsaa, int multiSampleQuality,
bool isManual) :
base(poolId, 0, width, height, (int)fsaa, "", isManual)
{
depthBuffer = depthBufferSurf;
this.creator = creator;
this.multiSampleQuality = multiSampleQuality;
d3dFormat = fmt;
this.renderSystem = renderSystem;
switch (fmt)
{
case Format.D16Lockable:
case Format.D15S1:
case Format.D16:
bitDepth = 16;
break;
case Format.D32:
case Format.D24S8:
case Format.D24X8:
case Format.D24X4S4:
case Format.D32Lockable:
case Format.D24SingleS8:
bitDepth = 32;
break;
}
}