0

For a cel shader I wrote, the edge detection only works with a 2D texture/rendertarget. So, I adapted the render methods so it draws the texture to the rendertarget, which is set to a texture and drawn with SpriteBatch.

Except, the SpriteBatch (seems?) to be ignoring my settings for it:

spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullNone);

Would obviously draw the objects correctly. However, it doesn't.

enter image description here

Jan Doggen
  • 8,799
  • 13
  • 70
  • 144
Jared
  • 129
  • 3
  • 13
  • It seems that the alpha on the shadows is bad... so it depends on the color with you cleared screen and the rendertarget – Blau Apr 09 '12 at 14:18
  • @Blau Well, most of that has to do with the edge detection, I can disable that, get a picture and edit the question if you want. The thing I've noticed is that any 3D object I render to the spritebatch via a texture turns up like this. So it's either the spritebatch or rendertarget (which I'm sure it's not, all I'm doing is drawing the teapot to it) – Jared Apr 09 '12 at 23:34

0 Answers0