Questions tagged [rendertarget]

83 questions
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CHwndRenderTarget is wrong size

This bug is driving me nuts. I have an MFC application with a window in which I can draw and interact. The problem is that the size of the CHwndRenderTarget does not match the actual size of the window (I compare this using the CRect gotten from…
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XNA 4.0 Spritbatch - render target must not be set on the device

i am converting a XNA 3.0 cloud effect into XNA 4.0 but i get an error "The render target must not be set on the device when it is used as a texture." It happens in the second loop in this…
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Unable to create a DX11 render target view

I'm trying to get started with DirectX 11 game programming, but for some reason I'm simply unable to create a render target view with ID3D11Device::CreateRenderTargetView(). (BTW, I use VS for Desktop 2013, and the highest feature level my GPU…
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Three.js Updating DataTextures with a renderTarget's image data

I am working on a motion detection program in Three.js which uses the difference between the current and previous frame. For now, before the subtraction, the current and the previous frame are both blurred using a Three.EffectComposer each. The…
Mysfarfar
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CreateBitmapFromWicBitmap access violation

Here's my problem: I'm working on a test project, that initializes Direct2D to draw some stuff. For now, I am in need of creating BMP background so I looked some tutorials of loading bmp to use it with Direct2D on MSDN site. After some coding and…
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XNA 4.0.4 use Z-buffer in rendertarget

I try to draw my 3d world in a rendertarget2d. If I use the default rendertarget, the world looks perfect... but if i render to a rendertarget2d the z buffer does not work and object in the background will be drawed in front of others. is…
Thomas
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Custom Made inputTextBox is flickering

I'm having difficulties creating an inputbox with XNA 4.0. I can already draw and input text into the inputTextbox, but when I type I have two problems occuring. When I hold down a key I'd suppose it will write that character a lot of times, yet it…
Baklap4
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Why do I get a "Too Large or Too Small" error when calling Texture2D.GetData?

I need to quickly save an image, and I am using Texture2D.GetData and SetData because simply saving and loading the image is way too slow. The image is 1024x1024. RenderTarget2D Image = ChunkContainer.GetImg(x, y); byte[] imageBuffer = new byte[1024…
ben
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change the color of images using renderTarget

I try to draw an image on the screen with render target. I used this code: _renderTarget = new RenderTarget2D( this._graphicsDevice, this._graphicsDevice.PresentationParameters.BackBufferWidth, …
hmimo
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XNA Second Graphics Device for RenderToTarget

I'm creating an XNA game that creates random islands from multiple sprites. It creates them in a separate thread, then compiles them to a single texture using RenderTarget2D. To create my RenderTarget2D I need a graphics device. If I use the…
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RenderTargetView <-> Texture

I found this tutorial, i follow it and i create the class DirectX class DirectX { private: D3D_DRIVER_TYPE DriverType; D3D_FEATURE_LEVEL FeatureLevel; public: int InitDirectX(HWND &hwnd, WinDesc &wd) { HRESULT result; RECT dimensions; …
Liuka
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Multiple RenderTargets in different drawableComponents XNA

Hi guys i have a little problem. I have this 2 DrawableGameComponets (bigApple, smallApple) in both I'm drawing into a RenderTarget and then draw the RenderTarget in the backbuffer but this happens independently in each DrawableGameComponent. The…
Alan Revolver
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How many render targets should I use?

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…
Dave
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Using a RenderTarget2D causes blurring

If I do just this, I receive a model drawn normally: GraphicsDevice.Clear(Color.Black); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; DrawModel(model, modelMatrix, transforms); However,…
Fibericon
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Rendering a line into a 1x1 RenderTarget2D does not change the target's pixel color

What I am trying to achieve is the following: my pass will return a huge array with several unique numbers repeating over and over, which I need to retrieve and process on CPU. I tried rendering into a 2000x1 texture and then sampled it on the CPU…
cubrman
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