Questions tagged [rendertarget]
83 questions
7
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…

Daerst
- 954
- 7
- 24
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…

Katianie
- 589
- 1
- 9
- 38
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…

Norb
- 51
- 1
- 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,…

Andriy Tylychko
- 15,967
- 6
- 64
- 112
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…

jasonh
- 29,297
- 11
- 59
- 61
4
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.…

kbirk
- 3,906
- 7
- 48
- 72
4
votes
0 answers
How to access bitmap data of Direct2D Hardware RenderTarget?
I'm using Direct2D with for some simple accelerated image compositing/manipulation, and now need to get the pixel data the RenderTarget to pass it to an encoder.
So far, I've managed this by rendering to a BitmapRenderTarget, then finally drawing…

Roddy
- 66,617
- 42
- 165
- 277
4
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…

HighVoltage
- 722
- 7
- 25
4
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…

acloD128
- 113
- 1
- 11
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…

s0ubap
- 267
- 3
- 8
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…

Ben Y
- 291
- 6
- 14
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…

Florian Blume
- 3,237
- 17
- 37
3
votes
2 answers
Add render target to default framebuffer of QOpenGLWidget
I'd like to add a second render target to the default framebuffer of a QOpenGLWidget.
The reason is that I'd like to implement object picking and check whether the user hit an object by rendering a segmentation mask into gl_FragData[1].…

Florian Blume
- 3,237
- 17
- 37
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…

zumba man
- 129
- 1
- 12
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…

Laurence
- 51
- 2