Questions tagged [rendertarget]
81 questions
6
votes
1 answer
Drawing on one Whiteboard (Render Target) is copied to all Whiteboards?
I'm using the Unreal Engine 4 VR Content Examples where it has a whiteboard you can draw on. It uses render targets to render the line to the canvas.
The problem is, when I copy the whiteboard to use somewhere else in the level, it shows the same…
![](../../users/profiles/389832.webp)
Katianie
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6
votes
1 answer
Rendering to a full 3D Render Target in one pass
Using DirectX 11, I created a 3D volume texture that can be bound as a render target:
D3D11_TEXTURE3D_DESC texDesc3d;
// ...
texDesc3d.Usage = D3D11_USAGE_DEFAULT;
texDesc3d.BindFlags = D3D11_BIND_RENDER_TARGET;
// Create volume texture and…
![](../../users/profiles/776142.webp)
Daerst
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5
votes
2 answers
GDI rendering to direct2D ID2D1BitmapRenderTarget is always transparent
I want to port my movie rendering software from DirectDraw to Direct2D. Because of compatibility issues, GDI rendering needs to be done on top of the image. To optimize performance I want to implement some kind of backbuffer mechanism, but there…
![](../../users/profiles/564069.webp)
Norb
- 51
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- 3
5
votes
2 answers
Direct3D: efficient way to get system memory bitmap from IDirect3DSurface9 (default pool)?
I have IDirect3DSurface9, default pool, YUV format. How can I efficiently get bitmap bits from it? At the moment I:
create render target:
device->CreateRenderTarget(surf_desc.Width, surf_desc.Height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE,…
![](../../users/profiles/453271.webp)
Andriy Tylychko
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5
votes
3 answers
Changing RenderTarget Results in Purple Screen?
I'm attempting to change RenderTargets at runtime, so I can draw some elements at runtime, manipulate them and then finally draw the texture to the screen. Problem is, the screen turns purple if I change the RenderTarget at runtime. Here's the code…
![](../../users/profiles/116176.webp)
jasonh
- 26,741
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4
votes
1 answer
Where to call SetRenderTarget?
I'd like to change my RenderTargets between SpriteBatch.Begin and SpriteBatch.End. I already know this…
![](../../users/profiles/1222153.webp)
s0ubap
- 257
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4
votes
0 answers
DX11 Alpha blending when rendering to a texture
FINAL EDIT:
Resolved... just needed to learn how alpha blending works in-depth. I should have had:
oBlendStateDesc.RenderTarget[a].DestBlendAlpha = D3D11_BLEND_ZERO;
...set to D3D11_BLEND_ONE to preserve the alpha.
When rendering to the backbuffer…
![](../../users/profiles/972513.webp)
Ben Y
- 291
- 4
- 14
3
votes
1 answer
C# XNA renderTarget2D .Clear(Color.Transparent) not working
All I want is to clear my renderTarget2D once so that it starts off compeltely transparent, and then preserve it's contents between frames.
I draw the renderTarget texture after I draw the background texture, so I don't want it to paint over.…
![](../../users/profiles/785259.webp)
kbirk
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3
votes
1 answer
QOpenGLWidget with custom framebuffer and multiple render targets
Related to my other question, I'm trying to render a segmentation mask to enable object picking. But I am not able to achieve the desired result.
Option 1 did not work at all. I was not able to retrieve the content of color attachment 1, or check if…
![](../../users/profiles/3165451.webp)
Florian Blume
- 2,604
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- 25
3
votes
1 answer
Unreal Engine 4: Adapting ReadPixels() to a multithreaded framework
I am trying to access pixel data and save images from an in-game camera to disk. Initially, the simple approach was to use a render target and subsequently RenderTarget->ReadPixels(), but as the native implementation of ReadPixels() contains a call…
![](../../users/profiles/2588390.webp)
HighVoltage
- 692
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3
votes
1 answer
How to access raw data from RenderTexture in Unity
Short Version of Problem
I am trying to access the contents of a RenderTexture in Unity which I have been drawing with an own Material using Graphics.Blit.
Graphics.Blit (null, renderTexture, material);
My material converts some yuv image to rgb…
![](../../users/profiles/4891608.webp)
acloD128
- 103
- 1
- 11
3
votes
1 answer
How to access WebGLRenderTarget texture content
So I render a scene to a texture and then I need to process the texture in js and either modify the contents or make a new texture from an array of values.
It seems like I need to get the WebGL context and interface directly with WebGL to accomplish…
![](../../users/profiles/3299822.webp)
zumba man
- 119
- 10
3
votes
1 answer
Monogame: making SOME pixels of a RenderTarget semi-transparent
this is a very difficult problem to describe (I'm using MonoGame, Windows 8).
I want to be able to render a semi-transparent 'sprite' image, such as a .png, not onto the screen but onto a clear image, do this several times to in effect create a new…
![](../../users/profiles/1997544.webp)
Laurence
- 51
- 2
3
votes
1 answer
xna 4 render target with alpha chanel
I would like to do a simple thing : render a 2d texture to a 2d render target with alpha chanel blending.
So i create my render targer :
renderTarget = new RenderTarget2D(m_graphicsDevice, 200, 200);
then I create my texture :
texture = new…
![](../../users/profiles/3348323.webp)
fbf
- 621
- 5
- 5
2
votes
1 answer
Using the depth buffer for floating point rendertargets in OpenGL 2.1
I would like to use the depth buffer to store the depth values of particles in eye space in a 2D texture by using OpenGL 2.1 / GLSL 1.2.
So far I found a way to use the colorbuffer
// create texture
glGenTextures(1,…
![](../../users/profiles/1248578.webp)
scttrbrn
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