Tagged Questions
2
votes
1answer
87 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
67 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
274 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
98 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
427 views
Copying render target texture loses all depth
I have a render target RenderTargetScene that holds my scene texture with the scene's depth buffer
rtScene = new RenderTarget2D(
graphicsDevice,
...
0
votes
0answers
111 views
Correctly combining/accumulating render targets in XNA
My draw method can be simplified as follows:
// [Background Effects]
DrawBackground(gameTime);
// [Deferred Rendering]
deferredRendering.Draw(gameTime);
// ...
4
votes
3answers
146 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
872 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
294 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
324 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 ...