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Questions tagged [rendertargets]

The tag has no usage guidance.

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0answers
29 views

Load/generate new resources on start up in MonoGame

I've a question about loading resources at the beginning of my game written in MonoGame. I've several spritesheets which I'm loading at the beginning of the game. This take about 5-10 seconds on my ...
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0answers
35 views

DirectX 11 - Rendering to Texture only display the clear colour

I'm attempting to render the scene from the current view matrix onto a texture (currently just for testing purposes) but I can't for the life of me get it to work. Currently all the texture displays ...
1
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0answers
53 views

Strategy for abstracting rendering from draw surface

This question might be a little vague because I don't know how to do this myself and I might be asking something rather silly. So here we go. Up to now, when I did my personal graphics code I used ...
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0answers
602 views

Unreal Engine 4: Help with multithreading and accessing render target images

I am working on an application where I need to record images seen from an in-game camera. Initially, the method was to set up a TextureRenderTargetResource from the in-game capture component, and ...
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1answer
1k views

How to display Render Target live to HUD widget in UE4

I'm making a security camera system in Unreal Engine 4. It allows the player to 'activate' the monitor, which should display the Render Target texture or the material made from it on the HUD. However, ...
1
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1answer
502 views

Why does RenderTarget2D only output a black texture after a few seconds?

I encountered this strange problem where my UI drawing to RenderTarget2D works for a couple seconds and then suddenly goes black. This is the RenderTarget2D ...
4
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2answers
3k views

Unity - Trying to copy the render texture for the scene rendered by a camera but it is blank?

I'm trying to copy the scene rendered by a particular camera to a render target. I know this should be possible to do without using the camera's target texture as I read through this official Unity ...
2
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2answers
552 views

DirectX Performance Issue: Rendering to texture

Brief introduction: I'm programming a game and, till now, I've runned it on my desktop. This morning I decided to try it on my laptop (a i3-4005u with a gt920m) to see cpu/gpu usage and, with my ...
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0answers
463 views

Linear color workflow with render to texture - Banding in alpha channel?

In OpenGL, I am using GL_SRGB8_ALPHA8 for the OpenGL internal texture format for my textures and render targets. This eliminated some banding I was seeing in dark ...
0
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1answer
216 views

Is drawing an entire game to a render target and then scaling it up a viable solution to a pixel-mismatching problem?

To clear up some possible confusion caused by my title, my game is meant to be pixelly. I currently achieve this by multiplying sprite sizes and locations by a constant called ...
2
votes
1answer
71 views

MonoGame renders texture in an almost compressed looking way

I was working on a game in MonoGame, which I have been doing for quite some time now. As I was implementing UI, I was noticing some sort of weird scanlines. Investigating further, to my surprise my ...
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0answers
165 views

Monogame + Render Target + antialiasing doesn't work

Is there any proper way to use antialiasing, while rendering to a RenderTarget2D and using Monogame? I do this: ...
1
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1answer
153 views

How do I toggle color writes in SlimDX 11/Direct3D 11 with FeatureLevel 10?

I'm having trouble setting the RenderTargetWriteMask field of a RenderTargetDescription struct. I simply want to toggle color ...
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0answers
188 views

SlimDX 11: Setting Multiple Render Targets

I'm using SlimDX 11 in my managed Direct3D application. I would like to implement deferred shading. I'm having trouble when I try to set a depth stencil surface and multiple render targets at the same ...
2
votes
1answer
681 views

Render scene depth to texture via FBO?

I'm trying to render my scene's depth via FBO and Render To Texture. I have a scene that I'm rendering to a texture, then render that texture to a fullscreen quad in a second pass using a fragment ...
1
vote
1answer
563 views

XNA renderTarget, how to convert mouse coordinates to world position when upscaling

I'm currently developing a monogame game with a tile engine. I have been experimenting with different tiles and sprites sizes : 16px, 32px, 64px I have settled for 32x32 pixels tiles rendered at a ...
2
votes
1answer
2k views

DirectX RenderTargetTexture bound to both RTV and SRV

After following the 22th tutorial of Rastertek. I and some others on the internet have had an error. Despite following the tutorial to the letter. However, the answers to this error message have been ...
0
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1answer
882 views

Sharpdx DirectX11 MapSubresource is failing trying to map a staging texture

I'm trying to render to a texture and then pull the image data out. I've created one texture as a render target and another as a staging texture. After rendering to the render target, I use ...
6
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2answers
2k views

MonoGame SetRenderTarget is wiping the backbuffer

In my Monogame (XNA) Windowed App, compiled for Windows PC, running on Windows 7, I have public RenderTarget2D renderTarget = null; In the Inititate() function I ...
4
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1answer
429 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
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2answers
827 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
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0answers
859 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
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1answer
164 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
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1answer
523 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
637 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
1k 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 ...
4
votes
2answers
2k 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
72 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
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1answer
350 views

XNA 4: RenderTarget2D textures getting transparent on fullscreen

I'm generating a Texture2D object using RenderTarget2D as in the following code ...
2
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1answer
275 views

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

In the code below I have now: Press tab, enemy changes green. Press tab again, (deselecting the target) enemy changes to blue. What I want to happen: Press tab, enemy changes to green. Press ...
0
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1answer
197 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 (...
1
vote
1answer
8k 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
775 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
163 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 ...
1
vote
1answer
3k 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,...
5
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1answer
501 views

Why does writing to a D3DFMT_R32F render target clamp 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, ...
2
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1answer
209 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
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1answer
257 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 ...
3
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1answer
813 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 ...
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1answer
557 views

XNA rendertarget sprite batch problem [closed]

When using this code: ...
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0answers
519 views

DX9 Deferred Rendering, GBuffer displays as clear color only [closed]

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 ...
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0answers
92 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
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1answer
3k 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
223 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
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1answer
498 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
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0answers
534 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 ...
4
votes
3answers
215 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 target ...
0
votes
1answer
161 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
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4answers
3k 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
1k 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 ...