static RenderTarget GetTemporary( int width, int height, ImageFormat colorFormat, ImageFormat depthFormat, MultisampleAmount msaa, int numMips, )


Get a temporary render target. You should dispose the returned handle when you're done to return the textures to the pool.


int width,

Width of the render target you want.

int height,

Height of the render target you want.

ImageFormat colorFormat,

The format for the color buffer. If set to default we'll use whatever the current pipeline is using.

ImageFormat depthFormat,

The format for the depth buffer

The number of msaa samples you'd like. Msaa render textures are a pain in the ass so you're probably gonna regret trying to use this.

int numMips,

Number of mips you want in this texture. You probably don't want this unless you want to generate mips in a second pass

Return Value

A RenderTarget that is ready to render to