In 2.x, I would move largerRenderTexturesSprite by (-500, -300), then visit it, then move it back, but I’m not sure if this works with 3.x’s async rendering…
I hate to bump this but I’m sure someone has successfully used RenderTextures in version 3.3. I’d really appreciate any help.
Also, does Node::visit() add the node being visited as a child or something? Because calling visit always results in the node being visited moving.
Edit: This topic answers the Node::visit vs Node::draw() thing for anyone who is trying to figure that out.
Ok, I’ve narrowed down what the issue is after reading the link above. What grim fate said should work, but only if you don’t have to move the largerRenderTexturesSprite back afterward since the renderer doesn’t record position. So the solution is to have two copies of the sprite you need to have in two positions, but with a RenderTexture that’s the full size of the screen I’m trying to avoid that.
I tried forcing the renderer and it worked for me. Use the method I recommended - moving the nodes you visit and then moving them back afterwards - and try calling Director::getInstance()->getRenderer()->render(); after you call end() on your render texture, but before you move your nodes back.