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3
votes
1answer
95 views

Why is my DX9 render target restricted to 512×512?

When I use a render target higher in resolution than 512×512, I receive an image with black borders, depending on how big this texture was. Why is this? How can I fix it? Here's how I create the ...
2
votes
2answers
95 views

Render-to-texture doesn't work on nvidia cards. OpenGL 3.3

I've implemented some postprocessing effects (DOF, HDR, Bloom) into my engine. I've tested it on AMD card which supports OpenGL 4.2. Yesterday I've made a test on NVidia card which supports only ...
0
votes
0answers
32 views

How to Render to Texture using DirectXTex

I can display a textured quad by using D3D11 & DirectXTex's ScratchImage and CreateShaderResourceView. How would I be able to render this texture to another one similarly created? I know that I ...
1
vote
1answer
55 views

RenderTarget2D moves with scene

I encountered a strange RenderTarget issue, in XNA/Monogame. I am currently updating my render target at every frame, just to test to see what is happening. When I move the camera around, the ...
3
votes
1answer
201 views

How do I render from one render target to another?

I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The ...
2
votes
1answer
67 views

Additive blending problems

I'm trying to get the blend of two images to work without luck. I have a render target on which I have an object, then I want to render again the same object in same position but with different ...
0
votes
1answer
251 views

What is “ping pong” in the context of graphics rendering?

I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong. I'm new to ...
3
votes
2answers
152 views

Render with multiple lights (one pass per light)

I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I had been told to switch to a multipass rendering approach. How should I ...
0
votes
1answer
53 views

Render on other render targets starting from one already rendered on

I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be ...
0
votes
1answer
83 views

XNA 4: RenderTarget2D textures getting transparent on fullscreen

I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color ...
2
votes
1answer
144 views

Deslect targeted enemy question. How to change back to original color [closed]

Hello. Apologies in advance but I'm VERY new to unity , C#,coding and Stackexchange in general. I'm working really hard to understand it all! ANY advice would be appreciated. And sorry again if the ...
0
votes
1answer
65 views

XNA 4.0 - Strange Behavior when using RenderTarget2D

My Problem is similar to XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?. I want to render my scene to a Texture2D and then draw the texture. If I set no RenderTarget at all ...
0
votes
1answer
1k views

RenderTexture is not cleared after it was released

I want to create some image effect. I've written a script that draws a cube mesh at the render target and then copies the render texture at the screen. I don't want to render anything except Mesh(M) ...
1
vote
1answer
270 views

Is setting the render target back to backbuffer supposed to take long?

I am creating a game in Monogame (XNA extension). I draw to a render target to display menu items for my game. Everything works fine, however... Whenever I set the render target back to the back ...
1
vote
1answer
99 views

XNA Render Targets Depth Testing

I imagine this is a problem that gets asked quite often, but reading up on it I can't seem to get a definitive answer on how to solve it. I've got two HLSL shaders (I've simplified them in the ...
0
votes
1answer
2k views

SDL2 render to texture support

I'd like to use the function int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) in my 2D game. At this point I am using only the SDL 2.0 API, and using openGL seems overkill to ...
2
votes
0answers
146 views

Writing to a D3DFMT_R32F render target clamps to 1

I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant ...
2
votes
1answer
162 views

Resolution independence - resize on the fly or ship all sizes?

My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this ...
2
votes
1answer
121 views

XNA Scale and Render Targets

I'm working on a top down Strategy/RPG/Tower Defense XNA Game for Windows, and I'm running into an issue while scaling. My display mode is 1680 X 1050, and that is what I'm setting the ...
2
votes
1answer
292 views

Issues upscaling pixel art with SampleState.PointClamp

I'm developing a 2D game, and I'm striving to create a nice blocky low-res appearance for the game, yet allow it to be played at variable resolutions. So, I've researched resolution independency and ...
-2
votes
1answer
273 views

XNA rendertarget sprite batch problem [closed]

When using this code: public static Texture2D ShowHealthBar(SpriteBatch spriteBatch,Texture2D empty, Texture2D full, float health) { spriteBatch.Begin(); RenderTarget2D ...
1
vote
0answers
284 views

DX9 Deferred Rendering, GBuffer displays as clear color only

I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a ...
1
vote
0answers
68 views

XNA - Obtaining depth from the scene's render target? [duplicate]

Possible Duplicate: Depth buffer and render target I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent ...
0
votes
1answer
776 views

Proper way to use a RenderTarget2D to draw multiple textures?

In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result ...
1
vote
1answer
133 views

Possible to draw a select portion of a render target? (in XNA)

I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a ...
0
votes
1answer
315 views

Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do ...
3
votes
0answers
525 views

Copying render target texture loses all depth [duplicate]

I have a render target RenderTargetScene that holds my scene texture with the scene's depth buffer rtScene = new RenderTarget2D( graphicsDevice, ...
4
votes
3answers
188 views

What should I do if my text exceeds my text render target boundaries?

I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render ...
0
votes
1answer
121 views

Can I animate render targets or the swap chain?

I want to animate some synthetic video bits to fullscreen w/o tearing. Can I set up D3D 9/10/11 in exclusive mode, and have it present a series of buffers that I'm writing to? I know how to copy ...
9
votes
3answers
2k views

Pixel-perfect rendering to a rendertarget with a fullscreen quad

I have some trouble rendering a bunch of values to a rendertarget. The values never end up in the exact range I want them to. Basically I use a fullscreen quad and a pixel shader to render to my ...
1
vote
1answer
678 views

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 ...
2
votes
2answers
450 views

How to manage drawing loop when changing render targets

I'm managing my game state by having a base GameScreen class with a Draw method. I then have (basically) a stack of GameScreens that I render. I render the bottom one first, as screens above might ...