RenderToSurface & RenderTarget diff??
hihi!
juz wondering wat r the signifcant differences between using render to surface and render target when doing a render to texture??
so far i have been using render to surfaces for abt >128 passes for the pixel shaders, i noticed that offscreen rendering via render to surfaces will incur a slight performance penalty as well.
i know we can create textures, then take that surface ptr out and append to either render to surface or render target.
i am not referring to MRTs.
seems like we could simply "toggle" between these rendertargets, instead of using render to surfaces, and yet acheiving the objective of rendering to a texture... can it?
thx!
RC
ID3DXRenderToSurface is just a wrapper around IDirect3DDevice9::SetRenderTarget() and the associated functions. There is going to be a slight overhead, because all of the function calls have to go through this interface first.
So to answer your question: Yes, you can use either/or, since they do the exact same thing.
So to answer your question: Yes, you can use either/or, since they do the exact same thing.
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