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Questions tagged [rendertargets]

0 votes
3 answers
137 views

I have this situation where I would like to use a R16G16 (or 32) float RTV, write on the R channel at start and update only the G channel each frame. Is it possible to clear the RTV in a way the R ...
philB's user avatar
  • 331
1 vote
0 answers
97 views

In Unity's Universal Render Pipeline, there is a PostProcessPass class in PostProcessing.cs. What I would like to know, how I ...
Fox1942's user avatar
  • 131
0 votes
1 answer
2k views

I’m new to UE and don’t really know how to approach my problem, perhaps that’s why I couldn’t google a solution for it. So here’s what I want to achieve: I need a Niagara System effect to be only ...
user3272018's user avatar
0 votes
1 answer
117 views

I wonder how multiple viewports are handled in engines in terms of render targets buffers. Especially in the case of their resizing (for example changing the size of windows/viewports in Editor dock ...
justix's user avatar
  • 11
1 vote
0 answers
250 views

I am using shadow-mapping to add shadows to my world. Currently, I use one lightsource, which means I have to draw my world twice: once in the lightview, once in the camera view. I want to add more ...
Bram's user avatar
  • 3,744
1 vote
0 answers
75 views

This question might be a little vague because I don't know how to do this myself and I might be asking something rather silly. So here we go. Up to now, when I did my personal graphics code I used ...
meguli's user avatar
  • 185
4 votes
2 answers
9k views

I'm making a security camera system in Unreal Engine 4. It allows the player to 'activate' the monitor, which should display the Render Target texture or the material made from it on the HUD. However, ...
Willothy's user avatar
  • 141
4 votes
2 answers
7k views

I'm trying to copy the scene rendered by a particular camera to a render target. I know this should be possible to do without using the camera's target texture as I read through this official Unity ...
user1423893's user avatar

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