Questions tagged [rendertargets]
The rendertargets tag has no summary.
59 questions
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3
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145
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How to clear a specific color channel in a rendertargetview
I have this situation where I would like to use a R16G16 (or 32) float RTV, write on the R channel at start and update only the G channel each frame. Is it possible to clear the RTV in a way the R ...
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0
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41
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How to visualize the shadowmap as the renderTarget of the main camera in Unity?
I have a Unity project with the builtin pipeline. I would like to save the shadowmap of the directional light source and visualize on screen as the primary renderTarget of the main camera. ...
1
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0
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97
views
How can I refer to the render target in Unity after postprocessing?
In Unity's Universal Render Pipeline, there is a PostProcessPass class in PostProcessing.cs. What I would like to know, how I ...
0
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1
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100
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Weird result whe nusing OMSetRenderTargetsAndUnorderedAccessViews
My render pass consist in four passes.
3 first have 2 rendertargets and two unordered access view.
RTV0 = RG88 //store normal.xy
RTV1 = R32 //store depth
UAV0 = R32UINT //store color1
UAV1 = R32UINT//...
0
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1
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2k
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Make Niagara System effect visible only on specific Render Target
I’m new to UE and don’t really know how to approach my problem, perhaps that’s why I couldn’t google a solution for it. So here’s what I want to achieve:
I need a Niagara System effect to be only ...
0
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1
answer
301
views
Apply bloom effect to RenderTarget without affecting UI
I'm currently rendering my whole game to a RenderTarget in order to stretch the scene to any resolution. I also have a bloom effect rendered with the scene. I'm now ...
0
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1
answer
117
views
Multiple viewport resizing
I wonder how multiple viewports are handled in engines in terms of render targets buffers. Especially in the case of their resizing (for example changing the size of windows/viewports in Editor dock ...
0
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0
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43
views
When a Render Pass decides what textures it needs, how are shaders written?
I am studying render graph architectures (I've seen the Frostbite presentation).
A RenderPass has outputs (i.e. textures you draw to) and inputs.
How are these inputs bound to the internal pipeline ?
...
1
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0
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251
views
Shadowmapping with multiple light sources
I am using shadow-mapping to add shadows to my world.
Currently, I use one lightsource, which means I have to draw my world twice: once in the lightview, once in the camera view.
I want to add more ...
1
vote
0
answers
102
views
Load/generate new resources on start up in MonoGame
I've a question about loading resources at the beginning of my game written in MonoGame. I've several spritesheets which I'm loading at the beginning of the game. This take about 5-10 seconds on my ...
1
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0
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75
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Strategy for abstracting rendering from draw surface
This question might be a little vague because I don't know how to do this myself and I might be asking something rather silly. So here we go.
Up to now, when I did my personal graphics code I used ...
1
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0
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1k
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Unreal Engine 4: Help with multithreading and accessing render target images
I am working on an application where I need to record images seen from an in-game camera. Initially, the method was to set up a TextureRenderTargetResource from the in-game capture component, and ...
4
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2
answers
9k
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How to display Render Target live to HUD widget in UE4
I'm making a security camera system in Unreal Engine 4. It allows the player to 'activate' the monitor, which should display the Render Target texture or the material made from it on the HUD. However, ...
0
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1
answer
1k
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Why does RenderTarget2D only output a black texture after a few seconds?
I encountered this strange problem where my UI drawing to RenderTarget2D
works for a couple seconds and then suddenly goes black.
This is the RenderTarget2D ...
4
votes
2
answers
7k
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Unity - Trying to copy the render texture for the scene rendered by a camera but it is blank?
I'm trying to copy the scene rendered by a particular camera to a render target. I know this should be possible to do without using the camera's target texture as I read through this official Unity ...
2
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2
answers
977
views
DirectX Performance Issue: Rendering to texture
Brief introduction:
I'm programming a game and, till now, I've runned it on my desktop. This morning I decided to try it on my laptop (a i3-4005u with a gt920m) to see cpu/gpu usage and, with my ...
2
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0
answers
894
views
Linear color workflow with render to texture - Banding in alpha channel?
In OpenGL, I am using GL_SRGB8_ALPHA8 for the OpenGL internal texture format for my textures and render targets. This eliminated some banding I was seeing in dark ...
0
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1
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1k
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Is drawing an entire game to a render target and then scaling it up a viable solution to a pixel-mismatching problem?
To clear up some possible confusion caused by my title, my game is meant to be pixelly. I currently achieve this by multiplying sprite sizes and locations by a constant called ...
2
votes
1
answer
202
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MonoGame renders texture in an almost compressed looking way
I was working on a game in MonoGame, which I have been doing for quite some time now. As I was implementing UI, I was noticing some sort of weird scanlines. Investigating further, to my surprise my ...
1
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0
answers
276
views
Monogame + Render Target + antialiasing doesn't work
Is there any proper way to use antialiasing, while rendering to a RenderTarget2D and using Monogame?
I do this:
...
1
vote
1
answer
406
views
How do I toggle color writes in SlimDX 11/Direct3D 11 with FeatureLevel 10?
I'm having trouble setting the RenderTargetWriteMask field of a RenderTargetDescription struct. I simply want to toggle color ...
0
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0
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334
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SlimDX 11: Setting Multiple Render Targets
I'm using SlimDX 11 in my managed Direct3D application. I would like to implement deferred shading. I'm having trouble when I try to set a depth stencil surface and multiple render targets at the same ...
2
votes
1
answer
2k
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Render scene depth to texture via FBO?
I'm trying to render my scene's depth via FBO and Render To Texture. I have a scene that I'm rendering to a texture, then render that texture to a fullscreen quad in a second pass using a fragment ...
1
vote
1
answer
1k
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XNA renderTarget, how to convert mouse coordinates to world position when upscaling
I'm currently developing a monogame game with a tile engine.
I have been experimenting with different tiles and sprites sizes : 16px, 32px, 64px
I have settled for 32x32 pixels tiles rendered at a ...
3
votes
1
answer
4k
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DirectX RenderTargetTexture bound to both RTV and SRV
After following the 22th tutorial of Rastertek. I and some others on the internet have had an error. Despite following the tutorial to the letter. However, the answers to this error message have been ...
0
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1
answer
1k
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Sharpdx DirectX11 MapSubresource is failing trying to map a staging texture
I'm trying to render to a texture and then pull the image data out. I've created one texture as a render target and another as a staging texture. After rendering to the render target, I use ...
7
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2
answers
4k
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MonoGame SetRenderTarget is wiping the backbuffer
In my Monogame (XNA) Windowed App, compiled for Windows PC, running on Windows 7, I have
public RenderTarget2D renderTarget = null;
In the Inititate() function I ...
4
votes
1
answer
665
views
Why is my DX9 render target restricted to 512×512?
When I use a render target higher in resolution than 512×512, I receive an image with black borders, depending on how big this texture was.
Why is this? How can I fix it?
Here's how I create the ...
2
votes
2
answers
1k
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Render-to-texture doesn't work on nvidia cards. OpenGL 3.3
I've implemented some postprocessing effects (DOF, HDR, Bloom) into my engine. I've tested it on AMD card which supports OpenGL 4.2. Yesterday I've made a test on NVidia card which supports only ...
1
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0
answers
1k
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How to Render to Texture using DirectXTex
I can display a textured quad by using D3D11 & DirectXTex's ScratchImage and CreateShaderResourceView. How would I be able to render this texture to another one similarly created? I know that I ...
1
vote
1
answer
284
views
RenderTarget2D moves with scene
I encountered a strange RenderTarget issue, in XNA/Monogame.
I am currently updating my render target at every frame, just to test to see what is happening. When I move the camera around, the ...
3
votes
1
answer
691
views
How do I render from one render target to another?
I have two render targets:
a fake backbuffer; a special render target where I do all my rendering.
a light render target; where I render my light fx.
I'm sure I'm rendering correctly on both.
The ...
2
votes
1
answer
1k
views
Additive blending problems
I'm trying to get the blend of two images to work without luck.
I have a render target on which I have an object, then I want to render again the same object in same position but with different ...
0
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1
answer
3k
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What is "ping pong" in the context of graphics rendering?
I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong.
I'm new to ...
5
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2
answers
2k
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Render with multiple lights (one pass per light)
I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I had been told to switch to a multipass rendering approach. How should I ...
0
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1
answer
125
views
Render on other render targets starting from one already rendered on
I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be ...
0
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1
answer
456
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XNA 4: RenderTarget2D textures getting transparent on fullscreen
I'm generating a Texture2D object using RenderTarget2D as in the following code
...
2
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1
answer
311
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Deslect targeted enemy question. How to change back to original color [closed]
In the code below I have now:
Press tab, enemy changes green.
Press tab again, (deselecting the target) enemy changes to blue.
What I want to happen:
Press tab, enemy changes to green.
Press tab ...
0
votes
1
answer
270
views
XNA 4.0 - Strange Behavior when using RenderTarget2D
My Problem is similar to XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?.
I want to render my scene to a Texture2D and then draw the texture.
If I set no RenderTarget at all (...
1
vote
1
answer
9k
views
RenderTexture is not cleared after it was released
I want to create some image effect. I've written a script that draws a cube mesh at the render target and then copies the render texture at the screen. I don't want to render anything except Mesh(M) ...
1
vote
1
answer
988
views
Is setting the render target back to backbuffer supposed to take long?
I am creating a game in Monogame (XNA extension). I draw to a render target to display menu items for my game. Everything works fine, however... Whenever I set the render target back to the back ...
1
vote
1
answer
248
views
XNA Render Targets Depth Testing
I imagine this is a problem that gets asked quite often, but reading up on it I can't seem to get a definitive answer on how to solve it.
I've got two HLSL shaders (I've simplified them in the ...
1
vote
1
answer
4k
views
SDL2 render to texture support
I'd like to use the function
int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
in my 2D game. At this point I am using only the SDL 2.0 API,...
6
votes
1
answer
770
views
Why does writing to a D3DFMT_R32F render target clamp to 1?
I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format.
For each mesh, ...
2
votes
1
answer
253
views
Resolution independence - resize on the fly or ship all sizes?
My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this ...
2
votes
1
answer
462
views
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 ...
3
votes
1
answer
2k
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Issues upscaling pixel art with SampleState.PointClamp
I'm developing a 2D game, and I'm striving to create a nice blocky low-res appearance for the game, yet allow it to be played at variable resolutions. So, I've researched resolution independency and ...
-2
votes
1
answer
653
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XNA rendertarget sprite batch problem [closed]
When using this code:
...
1
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0
answers
745
views
DX9 Deferred Rendering, GBuffer displays as clear color only [closed]
I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a ...
1
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0
answers
151
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XNA - Obtaining depth from the scene's render target? [duplicate]
Possible Duplicate:
Depth buffer and render target
I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent ...