update the backed render target docs
continuous-integration/drone/push Build is passing Details

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cosmonaut 2021-03-17 12:45:32 -07:00
parent f17c6db590
commit bfacdc8f95
1 changed files with 9 additions and 5 deletions

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@ -28,7 +28,7 @@ When we use a texture slice to create a render target, we say that the render ta
A lot of the time you will be creating render targets and textures at the same time. We have a nice shortcut for that. A lot of the time you will be creating render targets and textures at the same time. We have a nice shortcut for that.
```cs ```cs
var myRenderTarget = RenderTarget.CreateBackedColorTarget2D( var myRenderTarget = RenderTarget.CreateBackedRenderTarget(
GraphicsDevice, GraphicsDevice,
1280, 1280,
720, 720,
@ -64,13 +64,15 @@ var depthBuffer = new RenderTarget(
); );
``` ```
This sets up a 1280x720 32-bit depth buffer. Guess what - we have a shortcut for that too! This sets up a 1280x720 32-bit depth buffer. We can also use our above-mentioned method to do the same thing.
```cs ```cs
var depthBuffer = RenderTarget.CreateDepthBuffer( var depthBuffer = RenderTarget.CreateBackedRenderTarget(
GraphicsDevice, GraphicsDevice,
1280, 1280,
720 720,
TextureFormat.D32,
false
); );
``` ```
@ -80,6 +82,8 @@ One last thing to note - depth buffers can also contain a "stencil buffer". Sten
var depthStencilBuffer = RenderTarget.CreateDepthStencilBuffer( var depthStencilBuffer = RenderTarget.CreateDepthStencilBuffer(
GraphicsDevice, GraphicsDevice,
1280, 1280,
720 720,
TextureFormat.D32S8,
false
); );
``` ```