I'd like to change my RenderTargets between SpriteBatch.Begin
and SpriteBatch.End
. I already know this works:
GraphicsDevice.SetRenderTarget(target1);
SpriteBatch.Begin()
SpriteBatch.Draw(...)
SpriteBatch.End()
GraphicsDevice.SetRenderTarget(target2);
SpriteBatch.Begin()
Spritebatch.Draw(...)
SPriteBatch.End()
But I'd really like to make this work:
SpriteBatch.Begin()
GraphicsDevice.SetRenderTarget(target1);
SpriteBatch.Draw(...)
GraphicsDevice.SetRenderTarget(target2);
Spritebatch.Draw(...)
SpriteBatch.End()
I've ever seen anybody doing this, but I didn't find any reason why.
EDIT: a little more about why I want to do this:
In my project, I use SpriteSortMode.Immediate (to be able to change the BlendState when I want), and I simply iterate through a sorted list of sprites, and draw them all. But now I want to apply mutli passes shader on some sprites, but not all! I'm quite new to shaders, but from what I understood, I have to draw my sprite on an intermediate one using first pass, and the draw the intermediate sprite on the final render target using the second pass. (I'm using a gaussian blur pixel shader). That's why I'd like to draw on the target I want, using the desired shader, without having to make a new begin/end.