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56

answers:

1

I'm attempting to change RenderTargets at runtime, so I can draw some elements at runtime, manipulate them and then finally draw the texture to the screen. Problem is, the screen turns purple if I change the RenderTarget at runtime. Here's the code I've got in Draw:

        RenderTarget2D tempTarget = new RenderTarget2D(GraphicsDevice, 128, 128, 1,
            GraphicsDevice.DisplayMode.Format, GraphicsDevice.PresentationParameters.MultiSampleType,
            GraphicsDevice.PresentationParameters.MultiSampleQuality, RenderTargetUsage.PreserveContents);

        GraphicsDevice.SetRenderTarget(0, tempTarget);
        GraphicsDevice.Clear(ClearOptions.Target, Color.SpringGreen, 0, 0);
        GraphicsDevice.SetRenderTarget(0, null);

It doesn't seem to matter how I create the RenderTarget, if I do it at runtime (and I do need to create in-memory textures at runtime and draw on them with SpriteBatch) it results in an entirely purple screen. What can I do to fix this?

A: 

It looks like the best option is to create the RenderTarget somewhere other than Draw, draw to it during Update, save the resulting texture (and manipulate as necessary) then draw that texture during Draw.

jasonh