Last call to make your voice heard! Our 2022 Developer Survey closes in less than a week. Take survey.

Questions tagged [rendertargets]

The tag has no usage guidance.

12 questions with no upvoted or accepted answers
Filter by
Sorted by
Tagged with
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, ...
user avatar
  • 161
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 ...
user avatar
  • 268
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 ...
user avatar
  • 3,669
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 ...
user avatar
  • 305
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 ...
user avatar
  • 175
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 ...
user avatar
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: ...
user avatar
  • 171
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 ...
user avatar
  • 83
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 ...
user avatar
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. ...
user avatar
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 ? ...
user avatar
  • 641
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 ...
user avatar
  • 575