Proper way to use a RenderTarget2D to draw multiple textures?
        Posted  
        
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                TheBroodian
            
        on Game Development
        
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        Published on 2012-09-22T00:51:11Z
        Indexed on 
            2012/09/22
            3:50 UTC
        
        
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In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong?
Texture2D camera1Render;
Texture2D camera2Render;
                GraphicsDevice.SetRenderTarget(RenderTarget);
                GraphicsDevice.Clear(Color.Transparent);
                map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false);
                camera1Render = RenderTarget;
                GraphicsDevice.Clear(Color.Transparent);
                map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false);
                camera2Render = RenderTarget;
                SetRenderTarget(null);
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