Questions tagged [rendertarget]

81 questions
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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…
Katianie
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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…
Daerst
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5
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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…
Norb
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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,…
Andriy Tylychko
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5
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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…
jasonh
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Where to call SetRenderTarget?

I'd like to change my RenderTargets between SpriteBatch.Begin and SpriteBatch.End. I already know this…
s0ubap
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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…
Ben Y
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3
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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.…
kbirk
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3
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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…
Florian Blume
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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…
HighVoltage
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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…
acloD128
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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…
zumba man
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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…
Laurence
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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…
fbf
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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,…
scttrbrn
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