class RenderTarget

in global :: Sandbox

Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture.


public static RenderTarget GetTemporary( int width, int height, ImageFormat colorFormat = Default, ImageFormat depthFormat = Default, MultisampleAmount msaa = MultisampleNone, int numMips = 1 )

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.
  • Returns A RenderTarget that is ready to render to.

public static RenderTarget GetTemporary( int sizeFactor, ImageFormat colorFormat = Default, ImageFormat depthFormat = Default, MultisampleAmount msaa = MultisampleNone, int numMips = 1 )

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.
  • Returns A RenderTarget that is ready to render to.

public int Width { get; }

Width of the render target

public int Height { get; }

Height of the render target

public Texture ColorTarget { get; }

The target colour texture

public Texture DepthTarget { get; }

The target depth texture

public static RenderTarget From( Texture color, Texture depth = null )

Create a render target from these textures

public void Dispose( )

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public string ToString( )

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public Type GetType( )

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public bool Equals( object obj )

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public int GetHashCode( )

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