Use a Render Target Texture to render content to a texture or to apply anti-aliasing to only a part of your application. You can use render target textures like any other texture. For example, you can use it in a Texture Brush or as an image in an Image node. See Applying anti-aliasing and Textures.
For example, if your Kanzi application has more than one scene, you can use render target textures to show the content of other scenes in the current scene.
To render content to a texture:
Note that some texture formats are available with OpenGL ES versions higher than 2.0. To set the OpenGL ES version, in the main menu select Properties set the Target Graphics API property.
For example, set the Target Graphics API property to OpenGL ES 3 HDR and floating point images in .dds format and set the color format of textures. See Using OpenGL ES 3.0 in Kanzi.
Magnification Filter Minification Filter | Mipmap Mode | ||
---|---|---|---|
Base mipmap | Nearest mipmap | Linear mipmap | |
Nearest sample | Number of samples: 1 Uses the nearest pixel in the texture. This combination is equal to point sample. It returns the crudest result of all combinations and can cause aliasing when minified. Use this combination to get a very sharp result when magnifying the texture. | Number of samples: 1 Helps texture caching and helps reduce aliasing. However, it can produce a sharp transition when the texture is used on a flat surface. Use this combination when you want good performance and cannot afford better quality on your target platform. This combination is usually the fastest. | Number of samples: 2 Takes one sample from two mipmap levels and interpolates between those samples. Use this combination for special effects. For example, to implement the rim light effect. |
Linear sample | Number of samples: 4 Interpolates between four nearest pixels in the texture. Use this combination to magnify gradients. However, do not use it for minification. | Number of samples: 4 Takes two samples from two mipmap levels and interpolates between these samples. Use this combination as the starting point. This combination is usually the best compromise between quality and performance. If you know there is no minification, you can set Mipmap Mode to Base. | Number of samples: 8 Takes four samples from two mipmap levels and interpolates between these samples. Use this combination when you want the best quality and your platform is powerful enough to effortlessly render the result. This combination has the largest negative impact on performance. |
For a list of the available property types for render target textures, see Render target texture and Texture.