Xna what is a render target




















Make sure the render target was created with a SurfaceFormat that has an alpha channel and clear it to Color. Transparent first before drawing anything to it. Then draw it to the back buffer using BlendState. Thanks very much for your help KonajuGames! How to draw a render target onto an existing image on backbuffer without overwriting?

SetRenderTarget renderTarget ; spriteBatch. Clear Color. Transparent ; spriteBatch. Begin SpriteSortMode. Open the Content. Processor property for dualtextureplane. Add the following variables to your game:.

The render target object is used to store the shadow data which manifests itself like the light map in the previous topic. You also need a small texture to form the cutout of your objects, along with the ground texture. You can initialize these in your LoadContent overload:. Most of this should look familiar. Note the size of the render target. The smaller the size, the less memory it takes naturally, but you can also get some visual artifacts for having so few pixels to work with.

So instead, a medium-sized render target is created. Lower the size from to something much lower say 64 after the example is complete, and notice how your shadow appears pixelated. Now, because you render the torus models a few times, add the following helper method to your class:.

This draw your two models side by side —one to the left and one to the right. Earlier in this topic, we discussed using the depth buffer and extra clearing to draw a cutout of an object. This is the basis of your shadows, so you can draw these onto your render target. Replace your Draw method with the following:. After setting the render target to a custom one, clear the buffer as normal and call your RenderScene helper to draw your two models on the screen.

Then, clear the color buffer again but not the depth buffer to a dark gray color. This is the color of your cutouts, because right after this you draw your simple sprite across the entire render target.

If you remember from your LoadContent method, your sprite texture is a light gray, which means the render target after this is a light gray solid color with a couple of dark gray cutouts of your model. Remember that a common usage of DualTextureEffect is to render lightmaps onto objects, and your render target now contains essentially just that. Add the following to the end of your Draw method to complete rendering of the scene:.

Add the following variables to the project so you can draw the model later and use your render target: Like always, initialize these as well by adding the following code in your LoadContent overload:. Submit your solution! When answering a question please: Read the question carefully. Understand that English isn't everyone's first language so be lenient of bad spelling and grammar. If a question is poorly phrased then either ask for clarification, ignore it, or edit the question and fix the problem.

Insults are not welcome. Don't tell someone to read the manual. Chances are they have and don't get it. Provide an answer or move on to the next question. Let's work to help developers, not make them feel stupid. Related Questions. Problems with font in XNA. Specially effects in XNA 3D? Draw curve 3D in XNA 4. How to import 3d model to xna.

Odd transparent rendering in xna.



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