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@@ -87,11 +87,11 @@ end
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1. Set up color buffer parmeters for the render target. We use the game's target resolution.
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2. Create the render target with the color buffer parameters.
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-Now we just need to wrap the original rendering code with `render.enable_render_target()` and `render.disable_render_target()`:
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+Now we just need to wrap the original rendering code with `render.set_render_target()` like this:
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```lua
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function update(self)
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- render.enable_render_target(self.target) -- <1>
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+ render.set_render_target(self.target) -- <1>
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render.set_depth_mask(true)
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render.set_stencil_mask(0xff)
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@@ -101,12 +101,12 @@ function update(self)
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render.set_view(self.view)
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...
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- render.disable_render_target(self.target) -- <3>
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+ render.set_render_target(render.RENDER_TARGET_DEFAULT) -- <3>
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end
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```
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1. Enable the render target. From now on, every call to `render.draw()` will draw to our off-screen render target's buffers.
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2. All original drawing code in `update()` is left as is, apart from the viewport which is set to the render target's resolution.
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-3. At this point, all the game's graphics has been drawn to the render target. So it's time to disable it.
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+3. At this point, all the game's graphics has been drawn to the render target. So it's time to disable it by setting to default render target.
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That's all we need to do. If you run the game now it will draw everything to the render target. But since we now drawing nothing to the frame-buffer we will only see a black screen.
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@@ -198,11 +198,11 @@ After the render target's color buffer has been filled in `update()` we set up a
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```lua
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function update(self)
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- render.enable_render_target(self.target)
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+ render.set_render_target(self.target)
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...
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- render.disable_render_target(self.target)
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+ render.set_render_target(render.RENDER_TARGET_DEFAULT)
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render.clear({[render.BUFFER_COLOR_BIT] = self.clear_color}) -- <1>
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