class
RenderTarget
public sealed class RenderTarget Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture.
Properties
Methods
static RenderTarget GetTemporary(Int32 width, Int32 height, ImageFormat colorFormat = -2, ImageFormat depthFormat = -2, MultisampleAmount msaa = 6, Int32 numMips = 1, String targetName = ) Get a temporary render target. You should dispose the returned handle when you're done to return the textures to the pool.
width — Width of the render target you want. height — Height of the render target you want. colorFormat — The format for the color buffer. If set to default we'll use whatever the current pipeline is using. depthFormat — The format for the depth buffer. msaa — The number of msaa samples you'd like. Msaa render textures are a pain in the ass so you're probably gonna regret trying to use this. numMips — Number of mips you want in this texture. You probably don't want this unless you want to generate mips in a second pass. targetName — The optional name of the render target returns — A RenderTarget that is ready to render to.
static RenderTarget GetTemporary(Int32 sizeFactor, ImageFormat colorFormat = -2, ImageFormat depthFormat = -2, MultisampleAmount msaa = 6, Int32 numMips = 1, String targetName = ) Get a temporary render target. You should dispose the returned handle when you're done to return the textures to the pool.
sizeFactor — Divide the screen size by this factor. 2 would be half screen sized. 1 for full screen sized. colorFormat — The format for the color buffer. If null we'll choose the most appropriate for where you are in the pipeline. depthFormat — The format for the depth buffer. msaa — The number of msaa samples you'd like. Msaa render textures are a pain in the ass so you're probably gonna regret trying to use this. numMips — Number of mips you want in this texture. You probably don't want this unless you want to generate mips in a second pass. targetName — The optional name of the render target returns — A RenderTarget that is ready to render to.
virtual Void Dispose() Stop using this texture, return it to the pool
static RenderTarget From(Texture color, Texture depth = null) Create a render target from these textures