My game generates lots of textures from rendertargets.
It worked great under 1.0 but crashes under 2.0.
What's wrong?
I'm getting this exception whenever I clear the graphics device:
An unhandled exception of type 'System.InvalidOperationException' occurred in Microsoft.Xna.Framework.dll
Additional information: The active render target and depth stencil surface must have the same pixel size and multisampling type.
Here's the code that sets up my rendertarget:
RenderTarget2D target = new RenderTarget2D(graphics.GraphicsDevice, 512, 820, 0, SurfaceFormat.Color);
graphics.GraphicsDevice.SetRenderTarget(0, target);
graphics.GraphicsDevice.Clear(Color.White);
P.S. What's the deal with having resolvebackbuffer return a ResolveTexture2D? What difference/benefit does it have beyond a Texture2D?