How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL
- by bigp
After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality?
Can an AGAL VertexShader & FragmentShader be written so it's adaptable to any Texture size and Viewport dimensions?
I find I'm getting some…