Questions tagged [rendertarget]

83 questions
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xna 4 render target with alpha chanel

I would like to do a simple thing : render a 2d texture to a 2d render target with alpha chanel blending. So i create my render targer : renderTarget = new RenderTarget2D(m_graphicsDevice, 200, 200); then I create my texture : texture = new…
fbf
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Using the depth buffer for floating point rendertargets in OpenGL 2.1

I would like to use the depth buffer to store the depth values of particles in eye space in a 2D texture by using OpenGL 2.1 / GLSL 1.2. So far I found a way to use the colorbuffer // create texture glGenTextures(1,…
scttrbrn
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Point to Multiple Render Targets

Is there any point in using multiple render targets? Couldn't one just draw to one render target and store that in a texture before clearing the target and using it again?
Keube
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Vulkan - Rendering into multi-planar YUV render target

I didn't find in Vulkan spec anything to support or against: Is it possible to render to a YUV420p format render target texture ? And if so, does vulkan convert from RGB given in the fragment shader output to YUV of the render target?
audi02
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Getting rid of black background when using a render target

What I am trying to do is use a spritesheet to create a blended terrain, save that as a texture, and then pass it into a shader for additional effects. However, I am having some issues with the render target: RenderTarget2D someNewTexture = new…
Kyle Baran
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XNA RenderTarget2D in Windows Phone

I would like to use a RenderTarget2D in my Windows Phone 7 XNA application. However, I am unsuccessful because switching drawing to my render target and then switching back (via using SetRenderTarget(null) ) causes my WHOLE screen to be drawn in…
MariusVE
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How Can I Render To One Face Of An OpenGL Cubemap texture

I'm making a Cube map render target class. I already have a 2D one that works fine. But for this cube map render target class I want to be able to render to a specific face as i wish. Maybe I want to render circles on the "X+" face but triangles in…
Franky Rivera
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particlesystem issue in newer versions

In my search for a way to render cloud like textures I understood that I need to use texture and so on to store data for the next frame. Researching this further got me to some examples that make use of FBO and webgl rendertarget for particles.…
khael
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C#/XNA - RenderTarget2D.GetData(), RenderTarget2D.SetData(): is it efficient for cloning textures per frame?

So, since the last question, I found that my solution is to duplicate the texture to prevent reference issues. However, I'm questioning: Color[] color = new Color[screen.Width * screen.Height]; InputRenderTarget2D.GetData(Color); …
Jared
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How to Not refresh the rendertarget after each frame in XNA

Take for example I draw a circle at (10,10) then on the next frame another at (20,20). the circle at (10,10) is no longer visible. I am not calling graphicsdevice.clear. is there a way to make the previously drawn graphics not be cleared? I am…
Tony Raymond
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How can I store and later retrieve Textures in three.js?

I would like to store frames from a webcam, and then display these (delayed) frames on a THREE.PlaneGeometry texture. I already have a webcam frame encapsulated in a THREE.Texture subclass, and can apply this to a material. Now I would like to…
CaliCoder
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How to create render target views on swap chain with multiple frame buffers in directx 11

I'm trying to implement a swap chain with more than 1 back buffer, but I'm having troubles creating render target views for any buffer after the zero-th. I create my swap chain like so: IDXGIFactory1* idxgiFactory; // D3D_CALL is just a macro that…
Gregor Sattel
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Three.js: Trouble combining stencil clipping with EffectComposer

NOTE: It appears I oversimplified my initial question. See below for the edit. I'm trying to combine the technique shown in the clipping/stencil example of Three.js, which uses the stencil buffer to render 'caps' when clipping geometry, with an…
FalconNL
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How can I overlay my UI render target onto the back buffer using DirectX 11?

I have two render targets, the back buffer and a UI render target where all 2d UI will be drawn. I have used the graphics debugger to confirm that both render targets are being written to with the correct data, but I'm having trouble combining the…
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1 answer

How can a texture render target be resized (after a window resize)?

I did this for the texture, but it doesn't work, the same texture is stretched on a larger area causing staircase artifacts (I have updated cameras, plane, quad, renderer) I've seen this webgl solution but I don't have a clue how to do this in…
user5515
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