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What are the tasks of render to texture?
Applications include in-game cameras, post-processing, and as many GFX as you can imagine. We have three tasks : creating the texture in which we’re going to render ; actually rendering something in it ; and using the generated texture. What we’re going to render to is called a Framebuffer.
How to render a texture to a framebuffer?
Rendering to the texture is straightforward. Simply bind your framebuffer, and draw your scene as usual. Easy ! // Render to our framebuffer glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); glViewport(0,0,1024,768); // Render on the whole framebuffer, complete from the lower left corner to the upper right.
What are the tasks of rendering in OpenGL?
We have three tasks : creating the texture in which we’re going to render ; actually rendering something in it ; and using the generated texture. What we’re going to render to is called a Framebuffer. It’s a container for textures and an optional depth buffer. It’s created just like any other object in OpenGL :
How many bits do you need to render a texture?
In some cases you might need the depth when using the rendered texture. In this case, simply render to a texture created as follows : (“24” is the precision, in bits. You can choose between 16, 24 and 32, depending on your needs. Usually 24 is fine)
Can you use a fixed size render target in MonoGame?
By using a fixed size render target we will need to do something about the Touch input. Its no good on a 320×200 screen getting a touch location of 320×200 and passing that into our game world which we think it 1366×760 as it won’t be in the right place. Fortunately MonoGame has an excellent solution
How to render to the screen in OpenGL?
Now you want to render to the screen. This is done by using 0 as the second parameter of glBindFramebuffer. We can draw our full-screen quad with such a shader: This code simply sample the texture, but adds a tiny offset which depends on time. In some cases you might need the depth when using the rendered texture.
How are rendertargets different from spritebatgets in MonoGame?
The main difference is you can tell the rendering system to draw directly to the RenderTarget, so instead of your graphics being drawn to the screen its drawn to the RenderTarget. Which you can then use as a texture for something else, like a SpriteBatch.