XNA screenshot shows pre-Bloom, not final render

ぐ巨炮叔叔 提交于 2019-12-04 12:54:13

The problem is here:

ScreenManager.GraphicsDevice.SetRenderTarget(null);

Because of this line, you draw the effects to the back buffer, but the render target you're saving is left alone. You see the results of the effects because it's drawn directly, but what you save is not what you've drawn to the back buffer. To fix this, draw the effects to another RenderTarget, and then draw that as a single texture to the back buffer. Obviously this is another draw call to process, but it's a minimal cost. By doing that, you can then grab the texture from the new RenderTarget and save it however you like.

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