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Writing to multiple RenderTarget2D's from HLSL shader
I need to write to two render targets: one for colour and another for depth+normal (for post-processing). I have a problem, though. Both targets seem to be getting the value output by COLOR0, while ...
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XNA - Error while rendering a texture to a 2D render target via SpriteBatch
I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D:
private void drawScene(GameTime g)
{
GraphicsDevice.Clear(skyColor);
...