Sign in to follow this  

Texture as render target. Best practise question

This topic is 2838 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello here! In situation when need to render to a texture what is the best: get surface of a texture for each frame or get surface at initialization time and holds it between frame loops? Below are according code snippets to understand a situation better.. Get surface per each frame: (C#/SlimDX)
Texture rt;
...
void OnRender()
{
   using(Surface rtSurf = rt.GetSurfaceLevel(0))
   {
      ...
      Device.SetRenderTarget(rtSurf);
      Components.OnRender();
      ...
   }
}

Get surface in initialization time:
Texture rt;
Surface rtSurf;
...

void OnInitialize()
{
   ...
   rtSurf = rt.GetSurfaceLevel(0);
}

void OnRender()
{
   ...
   Device.SetRenderTarget(rtSurf);
   Components.OnRender();
   ...
}

Share this post


Link to post
Share on other sites

This topic is 2838 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this