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Render target

Render target

Name: Render target

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In the field of 3D computer graphics, a render target is a feature of modern graphics processing units (GPUs) that allows a 3D scene to be rendered to an intermediate memory buffer, or Render Target Texture (RTT), instead of the frame buffer or back buffer. In the field of 3D computer graphics, Multiple Render Targets, or MRT, is a feature of modern graphics processing units (GPUs) that allows the programmable rendering pipeline to render images to multiple render target textures at once. Render targets are used quite extensively throughout Unreal Engine 4 (UE4) for a wide variety of different tasks. From storing the various buffers that are needed .

The texture we're going to render to GLuint renderedTexture; glGenTextures(1, & renderedTexture); // "Bind" the  Rendering to the texture - Using the rendered texture - Using the depth. 26 Sep - 61 min - Uploaded by UnrealEngine Announcement Post: Sam Dieter is on. A render target is a resource that inherits from the ID2D1RenderTarget interface. A render target creates resources for drawing and performs actual drawing operations. This topic describes the different types of Direct2D render targets and how to use them. Render Targets. Render Target Features.

Multiple Render Targets (MRT) refers to the ability to render to multiple surfaces ( see IDirect3D9Surface) with a single draw call. A render buffer is any specially created single buffer to which part of rendering may be directed. A colour buffer is the most obvious example. A render target is basically a texture that you can write to at runtime. On the engine side of things, they store information such as base color. renderTarget. An option that enables using the texture as a color, depth, or stencil render target in a render pass descriptor. SDKs. iOS +; macOS +.


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