How to dynamically create many textures from RenderTarget2D
I have a default material with two texture parameters (which is used to create a Dynamic Material Instance).
I need to create two textures, from differents USceneCaptureComponent2D, and blend them together in my dynamic material instance. Each of these capture components have an associated TextRenderComponent.
What I believe is needed to be done:
To wait the frames I'm using a Tick event callback. I could achieve the creation of many actors with different texts as their textures using one USceneCaptureComponent2D. When I added the second one, the game just turns all the "text textures" into the same one.
I have certified myself that I'm using a different material instance for each actor.
Am I missing something? Should I use another method?
Background for the project: I'm creating an online card game that contains many cards with different texts on it. My project already has a server implemented and all the card information is on a SQL Database.
Solved my issue. Still don't know exactly how the render pipeline works with said components in my question, but I can provide the required steps necessary to achieve the texture generation with USceneCaptureComponent2D:
There is a significant fps drop while rendering the textures, but this is a problem for another question.
answered Sep 13 '15 at 03:21 AM
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