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RenderTarget2D workaround

Apr 15, 2012 at 11:41 PM

Before I dug into trying ExEn, my game was using RenderTarget2D for every type of screen (e.g. menu, game, etc.). The game screen itself has multiple RenderTarget2D objects since the game map can zoom in/out, but the other buttons/text that are overlay-ed on top stay the same size. 

I didn't find wrapping support for the RenderTarget2D object, so I was wondering if anyone has any ideas on an easy, quick workaround, rather than changing to use separate spritebatch begin/end sequences with specific scaling. I took a peek at MonoGame to see how they pulled it off, and if I were easily able to create a quick wrapper for ExEn, but their object hierarchy is different, and I still consider myself a beginner to XNA & Mono (this is just my first game), so I didn't want to spend time looking into that.

If anyone has any ideas, i'd appreciate it! In the meantime, I'll look into removing my RenderTarget2D usage, so I can at least compile and start testing.