So, figuring stuff out with lumberyard with manipulating how things get rendered (somewhat).
Figured out how to render 2d text by using the following: gEnv->pSystem->GetIRenderer()->Draw2dLabel(10, 10, 2, this->textColor, false, “TEST”); Where textColor is a ColorF type variable.
Pretty simple more or less. Now im figuring out how i can render what i want in a 2d scape on a separate texture then rendering that in full screen as a “hud” but im working on making that “hud” the game.
Anyway, Figured i’d use render targets. “this->renderTarget = this->iRenderer->CreateRenderTarget(800, 600, ETEX_Format::eTF_R32G32B32A32F);” (renderTarget is an int) Great, created a rendering target. Use it by setting the rendering target with “this->iRenderer->SetRenderTarget(this->renderTarget);” Now, im assuming to reset the rendering to the default target would have to set the rendering target to “0” or something (ala, opengl with it’s pipeline.)
Now the real question is… how to i use it as a texture and then use that texture with “Draw2dImage()” to draw it to the screen.