Questions tagged [rendertarget]
83 questions
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1 answer
THREE.js renderTarget with semi transparent texture have seems mixed with black background
I've added on scene1 plane1 with semi transparent texture
I'm rendering this scene1 into renderTarget and than using renderTarget.texture on another plane2 that placed on another scene2.
The problem is that I see that texture's semitransparancy…

Andrii Tsarenko
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2 answers
Render to FBO, sampling fails
I am trying to render to FBO and then to screen in OpenGL / LWJGL and I get weird results.
My scene if rendered directly to the framebuffer works just fine and looks like this:
But when I render to the FBO and then to that one to a quad on the…

Djindjidj
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THREE JS Pixelated Render Target?
I'm trying to get a basic render target working where I render to 1 scene and then use it as a texture to render over a quad. I've got a basic demo but when I run it the result is all pixelated, as if it's being rendered to a tiny screen and then…

user1157885
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WPF: Saving the visual as bitmap using sharpDX
I'm new to directX and I need to saving a WPF-Canvas as bitmap using DirectX (sharpDX).
I used the following code to get handle of my canvas:
IntPtr source;
HwndSource hwndSource =…

Maria
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THREE.js Render target texture will not draw in a different scene
So if any THREE.js pros can understand why I can't get the WebGLRenderTarget to be used as a material for a plane in another scene I'd be pretty happy.
How it works right now is I create a scene with a perspective camera which renders a simple…

Armin Taheri
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1 answer
SharpDX debugging: "Device.CreateWithSwapChain()" versus "new SwapChain()"?
If I create my Device and my SwapChain like this:
SwapChain _swapChain;
Device _device;
// SwapChain description
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(500, 300, new Rational(60, 1),…

ManIkWeet
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3 answers
xna 4.0 c# rotate a collection of images
Me and my team are working on a game in xna right now. However we've run into a problem. It is an open space sim where players will be able to build their own ships (top down view) room by room. Each room has a texture2d, however since the game is…

user3001120
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1 answer
How to get pixels from window using Direct2D
My problem is getting the pixels in a window. I can't find a way to do this. I using standard windows functions and Direct2D (not DirectDraw).
I am using standard initialization of new window:
WNDCLASS wc;
wc.style = CS_OWNDC;
wc.lpfnWndProc =…

Divergence
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Rendering to a non-null render tarhet in XNA disables antialiasing
I'm rendering a 3d model to a rendertarget2D, which I then draw to the screen using a sprite batch. I enabled antialiasing in my constructor using this line:
graphics.PreferMultiSampling = true;
When I was rendering the model directly to the…

Zoltán Király
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2 answers
C# XNA 4.0 textures disappearing when minimized
I'm fairly new to XNA, and I've been running into some problems. Whenever I minimize the game, the screen turns black when I open it back up again. What could be the cause of this and how could it be solved?
Here's my Image class:
public class…

Doomer9lives
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2 answers
Direct3D: Output 4 color channels and a separate alpha?
Something I'm wondering about, that's probably not possible unfortunately, but thought I'd ask - I'm setting up a deferred lighting shader that takes in 2 textures and outputs to 2 render targets. Their channels are:
Input Tex 1: Color Texture
…

QuadrupleA
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1 answer
XNA Scale and Render Targets
I'm working on a top down Strategy/RPG/Tower Defense XNA Game for Windows, and I'm running into an issue while scaling.
My display mode is 1680 X 1050, and that is what I'm setting the PreferredBackBuffer width and height to.
What I'm finding is…

Patrick
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Dynamically resize texture on the fly
I'm using RenderTarget2D to draw my map to before rendering it to the screen as it changes very rarely and the map itself is made up of a LOT of very small tiles. So rather than drawing all tiles to the buffer every frame, I'm drawing them to a…

Mythics
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ID2D1DCRenderTarget vs ID2D1HwndRenderTarget
I'm trying to port some GDI/GDI+ code to Direct2D, but I'm still a little confused about which type of target is better to use (DC or Hwnd), because I found different performance depending on whether or not I used the Gpu. In particular, I found the…

andrea
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RenderTargetView to ShaderResourceView
I come from XNA, where I could easily create a rendertarget and use it as a simple "Texture2D".
I created a ID3D11RenderTargetView object and a ID3D11ShaderResourceView object. I draw my sprites to my render target, then want to use it as a…

János Turánszki
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