1
vote
1answer
107 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
72 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 ...
2
votes
1answer
186 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 ...
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
650 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
119 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 ...
3
votes
0answers
523 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
178 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 ...
9
votes
3answers
1k 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
463 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
417 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 ...