XNA noob here, learning every day. I just worked out how to composite multiple textures into one using a RenderTarget2D. However, while I can use the RenderTarget2D as a Te
if you are having problems with your rendertarget being dynamically resized when drawing it somewhere else, you could just have an off-screen rendertarget with a set size that you copy your finished RT to like this:
Rendertarget2D offscreenRT = new RenderTarget2D(_device, width, height);
_device.SetRenderTarget(offscreenRT);
_device.Clear(Color.Transparent);
SpriteBatch spriteBatch = new SpriteBatch(_device);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied);
spriteBatch.Draw(buffer, Vector2.Zero, Color.White);
spriteBatch.End();
_device.SetRenderTarget(null);