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Questions tagged [rendertargets]

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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 ...
philB's user avatar
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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. ...
Fox1942's user avatar
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In Unity's Universal Render Pipeline, there is a PostProcessPass class in PostProcessing.cs. What I would like to know, how I ...
Fox1942's user avatar
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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//...
philB's user avatar
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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 ...
user3272018's user avatar
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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 ...
Syll's user avatar
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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 ...
justix's user avatar
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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 ? ...
Raildex's user avatar
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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 ...
Bram's user avatar
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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 ...
Yheeky's user avatar
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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 ...
meguli's user avatar
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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 ...
HighVoltage's user avatar
4 votes
2 answers
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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, ...
Willothy's user avatar
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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 ...
Spky's user avatar
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4 votes
2 answers
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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 ...
user1423893's user avatar
2 votes
2 answers
977 views

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 ...
Liuka's user avatar
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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 ...
Tim R.'s user avatar
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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 ...
Pyroglyph's user avatar
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1 answer
202 views

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 ...
Lennard Fonteijn's user avatar
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276 views

Is there any proper way to use antialiasing, while rendering to a RenderTarget2D and using Monogame? I do this: ...
Arek's user avatar
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1 answer
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I'm having trouble setting the RenderTargetWriteMask field of a RenderTargetDescription struct. I simply want to toggle color ...
P. Avery's user avatar
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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 ...
P. Avery's user avatar
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2 votes
1 answer
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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 ...
vexe's user avatar
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1 answer
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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 ...
Giw's user avatar
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1 answer
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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 ...
Alex's user avatar
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1 answer
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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 ...
antlersoft's user avatar
7 votes
2 answers
4k views

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 ...
James Carlyle-Clarke's user avatar
4 votes
1 answer
665 views

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 ...
Ocelot's user avatar
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2 votes
2 answers
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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 ...
Harry's user avatar
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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 ...
Elixir's user avatar
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1 vote
1 answer
284 views

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 ...
jgallant's user avatar
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3 votes
1 answer
691 views

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 ...
Chaotikmind's user avatar
2 votes
1 answer
1k views

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 ...
juan_morata's user avatar
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1 answer
3k views

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 ...
juan_morata's user avatar
5 votes
2 answers
2k views

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 ...
juan_morata's user avatar
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1 answer
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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 ...
JTulip's user avatar
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1 answer
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I'm generating a Texture2D object using RenderTarget2D as in the following code ...
Shashwat's user avatar
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2 votes
1 answer
311 views

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 ...
Aceleeon's user avatar
0 votes
1 answer
270 views

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 (...
FriendlyFruit's user avatar
1 vote
1 answer
9k views

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) ...
Netherwire's user avatar
1 vote
1 answer
988 views

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 ...
Ben Cheng's user avatar
1 vote
1 answer
248 views

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 ...
Chris Bampton's user avatar
1 vote
1 answer
4k views

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,...
jms's user avatar
  • 257
6 votes
1 answer
770 views

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, ...
Emidee's user avatar
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2 votes
1 answer
253 views

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 ...
RecursiveCall's user avatar
2 votes
1 answer
462 views

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 ...
Patrick's user avatar
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3 votes
1 answer
2k views

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 ...
TheBroodian's user avatar
-2 votes
1 answer
653 views

When using this code: ...
user1990950's user avatar
1 vote
0 answers
745 views

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 ...
Fire31's user avatar
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1 vote
0 answers
151 views

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 ...
user1423893's user avatar