2
votes
1answer
88 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
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 ...
-2
votes
1answer
205 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 ...
0
votes
1answer
652 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 ...