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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 | ||||||
| ); | ); | ||||||
| ``` | ``` | ||||||
|  |  | ||||||
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