Proper way to use a RenderTarget2D to draw multiple textures?
- by TheBroodian
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;
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