Proper way to use a RenderTarget2D to draw multiple textures?

Posted by TheBroodian on Game Development See other posts from Game Development or by TheBroodian
Published on 2012-09-22T00:51:11Z Indexed on 2012/09/22 3:50 UTC
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In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong?

Texture2D camera1Render;
Texture2D camera2Render;

                GraphicsDevice.SetRenderTarget(RenderTarget);
                GraphicsDevice.Clear(Color.Transparent);

                map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false);

                camera1Render = RenderTarget;

                GraphicsDevice.Clear(Color.Transparent);

                map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false);

                camera2Render = RenderTarget;

                SetRenderTarget(null);

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