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I need to do a lot of rotations, and instead of doing extra calculations, I could draw the image as if it was at zero degrees, and then rotate it to what ever degrees I want.

Problem is, I might end up doing this +200 times per second. Should I even bother going there? Couldn't find the amount of render targets Xna could support. Would be glad if someone can enlighten me.

Dave
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  • Just draw them with `SpriteBatch` – Cyral Nov 28 '13 at 00:19
  • I'm trying to say that I need to do two rotations, one from the center of the image, and one from a certain point. SpriteBatch only allows for one rotation per image, so my question is should I draw it to a rendertarget with a rotation, and then draw the render target with another rotation? Or is there a better way to do it? – Dave Nov 28 '13 at 01:49
  • I don't think there's a better way, I've never had this problem before. – pinckerman Nov 28 '13 at 11:52

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The number of simultaneous render targets your graphics device supports is given by the MaxSimultaneousRenderTargets property. There are numerous caveats for using multiple render targets.

Unfortunately, this appears to exist only until XNA 3.1.

Reference MSDN.

pinckerman
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