Questions tagged [rendertarget]
83 questions
1
vote
1 answer
xna 4.0 sprite + MRT + pixelshader
I'm trying to combine 2 rendertargets, color and normal, for diffuse lightning and to render the result on screen. The idea is to use a sprite with an effect containing only a pixelshader to combine the rendertargets from textures.
XNA…

siri
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1
vote
1 answer
DirectX 11 in only part of screen?
I'm trying to set up a window where Direct X only participates in half of the screen.
My swap chain desc width is half screen, and my viewport width is half screen, but when I clear the render target to blue, the entire screen is blue rather than…

user1043761
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2 answers
RenderTarget2D tints all alpha purple
So, I'm trying to render my gameplay to a RenderTarget2D in XNA so I can apply shaders to the scene. It's working, to some extent, but anything that has was drawn with an alpha level other than 255 seems to be tinted purple. The alpha effect is…

Hoeloe
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0
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Is it possible to make an XNA RenderTarget2D target a System.Drawing.Image?
Basically, I am working on a C# WinForms Application and I want to have an XNA 3.1 game draw to an image, whether that be the device's primary backbuffer or a render target I have to set. Is this possible?

Louis Ingenthron
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Cloning a texture created with THREE.WebGLRenderTarget
I'm using three.js and I need to create a few clones of a texture made with THREE.WebGLRenderTarget().
I can use the original texture, e.g.:
scene.background = renderTarget.texture;
But if I try to use a clone of it:
const tex =…

user21999625
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1 answer
Set a Render Target View to part of a texture direct X 11
I want to render to part of a texture in direct x 11.
Is there a simple way to just set the render target view to part of the texture?
If not, is there a better way. Thanks!

yo76yo
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Three.JS camera controls in a scene thats rendered onto a planes texture?
Essentially I would like to rotate the box in the plane with the camera controls in the following example. Every time I try and add the camera controls I end up rotating the plane. Eventually I would like to move the plane with scrollevents and…

wileyknight
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UE4 - How to scale a texture or material given 4 screen coordinates?
I am trying to replicate the portal shown in this video: https://youtu.be/_SmPR5mvH7w?t=245.
And more specifically the implementation of the concept: "What our portal camera currently sees is this, but what our camera actually should see is…

Katten såklart
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my Simple render target view is not working
i am trying to create another rendertargetview and render it
Before, i just get back buffer from swapchain and then create rtv from it, this works fine. but only when creating rtv from custom resoure, i have a problem.
D3D11_TEXTURE2D_DESC…

KIM CHANGJUN
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how can i write new color info to back buffer
hi these day i am stumbling with resource binding problem on directx 11.
what i want to do is to write new color info into the back buffer.
so as you can check the code below.
with my intuition, i just simply copy 'outputTex' resource into back…

KIM CHANGJUN
- 99
- 11
0
votes
1 answer
Why do Direct2D rendertargets need to be recreated?
I am making a game engine and I am going to support both OpenGL and Direct2D. I heard that rendertargets can return an error on EndDraw(), needing to recreate every resource created with it. I was wondering if that happens frequently, should I…

A cool programmer
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How to render and set custom mipmaps for THREE.WebGLRenderTarget
I'd like to generate custom mip maps for a rendered frame for an effect in THREE.js, but it's not clear how to achieve that. I'll want to regenerate the mip maps again after every frame.
This example shows how to generate mipmaps for a texture, but…

Garrett Johnson
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How can I create a random number of D2D shapes (rectangles and ellipses) and refer to them as an array while drawing?
Let me elaborate. I define a D2D Rectangle like so:
D2D1_RECT_F rect1 = D2D1::RectF(5, 0, 150, 150);
and an ellipse as:
D2D1_ELLIPSE ellipse1 = D2D1::Ellipse(D2D1::Point2F(75.f, 75.f), 75.f, 75.f);
To draw these shapes, I first transform them and…

Freakishly
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0
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1 answer
Restarting a SpriteBatch with the same parameters it started with
Is it possible to receive a passed in SpriteBatch that already has had Begin() called, call End() on it because you want to change the RenderTarget, then call Begin() on it again with the same parameters that were passed in initially?

GameKyuubi
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0
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Retaining data across GLSL shader calls
I'm struggling to understand a concept and I was hoping somebody could set me straight on it.
I'm trying to build GLSL simulations that will retain data across each draw call, but I want it all to be done on the GPU so it's quick and efficient. I…

user1157885
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