Questions tagged [rendertargets]
The rendertargets tag has no usage guidance.
12
questions with no upvoted or accepted answers
6
votes
1
answer
616
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
votes
0
answers
716
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 ...
1
vote
0
answers
62
views
Shadowmapping with multiple light sources
I am using shadow-mapping to add shadows to my world.
Currently, I use one lightsource, which means I have to draw my world twice: once in the lightview, once in the camera view.
I want to add more ...
1
vote
0
answers
58
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 ...
1
vote
0
answers
64
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 ...
1
vote
0
answers
844
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 ...
1
vote
0
answers
221
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
vote
0
answers
1k
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 ...
0
votes
0
answers
14
views
Can I get an Unreal CaptureComponent to output the pixel differences between the current capture and the previous?
My current set up in UE captures images through this conventional pipeline:
Capture component -> Post process material (specified in component options) -> Render Target
What I need is to be able ...
0
votes
0
answers
31
views
Applying HLSL Pixel Shader to RenderTarget in Directx11
I'm developing a unity native plugin and I'm new to DirectX11.
In unity I pass input render target, depth and output render target to C++ side.
...
0
votes
0
answers
25
views
When a Render Pass decides what textures it needs, how are shaders written?
I am studying render graph architectures (I've seen the Frostbite presentation).
A RenderPass has outputs (i.e. textures you draw to) and inputs.
How are these inputs bound to the internal pipeline ?
...
0
votes
0
answers
255
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 ...