i want to be able to loop through a hole bunch of textures, and render them on an object. I then want the rendered image to be placed onto a texture2D.
The point? well hopefully i will end up with an array of Texture2D's containing a model with multiple skins.
Here's my code:
for (byte i = 1; i < allBlockIso.Count(); i++)
{
DisplayBox.SetValue(i);
GraphicsDevice.SetRenderTarget(cubeTarget);
GraphicsDevice.Clear(Color.Transparent);
DrawIsoCube();
GraphicsDevice.SetRenderTarget(null);
allBlockIso[i] = (Texture2D)cubeTarget;
}
Pretty simple yet it's not working. It appears that whatever the last image being rendered is, is shown in every image of the allBlockIso array.
Anyone know a fix? Cheers.
P.S. sorry if this wan't explained well. I'm not very good at explaining :P