 | RenderToGpuBitmap(Int32, Int32) |
RenderToGpuBitmap renders the 3D scene to the GPU's Texture2D with the specified multisampling and supersamplingCount count
(width and height are the same as the current width and height of the BackBuffer).
The color data in the returned Texture2D is stored in the GPU memory. To read the data from the created texture use ReadSinglePixelColor(Texture2D, Int32, Int32, Format) or ReadColors(Texture2D, Int32, Int32, Int32, Int32, Format, Int32) methods.
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 | RenderToGpuBitmap(Int32, Int32, Int32, Int32) |
RenderToGpuBitmap renders the 3D scene to the GPU's Texture2D with the specified width, height, multisampling and supersamplingCount count.
The color data in the returned Texture2D is stored in the GPU memory. To read the data from the created texture use ReadSinglePixelColor(Texture2D, Int32, Int32, Format) or ReadColors(Texture2D, Int32, Int32, Int32, Int32, Format, Int32) methods.
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