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();
...
}