My game generates small "minimaps" for each room you go to, which are rendered onto render targets then stored in textures and displayed on the world map. When the game is saved, each new minimap is saved on the hard drive. If the game is in full screen and the user minimizes the game, the minimaps that were generated, not loaded off the hard drive, will become blank.
Since I don't know exactly what render targets are doing in the background, I have no idea how to prevent this, or restore the textures if they are lost.
How can I prevent/workaround this problem?
I did do
textureToDisplay = (Texture2D) textureRenderTarget;
but alas, this conversion doesn't seem to prevent the issue from occuring. I believe this is because
textureToDisplay is still a reference to a render target. Perhaps I need to perform a deep clone? If so, how?
Also, the preserve contents thing doesn't work for this situation either.