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user88

Texture as render target. Best practise question

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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();
   ...
}

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