What I am trying to do is use a spritesheet to create a blended terrain, save that as a texture, and then pass it into a shader for additional effects. However, I am having some issues with the render target:
RenderTarget2D someNewTexture = new RenderTarget2D(GraphicsDevice, 256, 256);
GraphicsDevice.SetRenderTarget(someNewTexture);
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
{
// draw some stuff
}
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
Obviously, this creates a black background with my texture on top of it. However, when I actually draw that texture onto my main scene, I don't want the background, only the texture (if I don't use clear, I get the default purple color instead). How do I fix this?
Use a transparent clear color:
GraphicsDevice.Clear(Color.TransparentBlack);
If you handle blending correctly, it will result in transparent pixels not to be drawn.