Camera Render Target at Low Resolution

I am rendering a secondary camera to a texture /renderTarget so I can read pixels. This works fine but i want to reduce the size of the texture because the whole process is a bit heavy on the FPS. Howver, when I reduce the texture size by half for example, only the bottom left half of the cameras projected pixel are read rather than downsampling the camera viewport to half the size. I want to be counting pixels from a low res image of the camera view.

My code:

//color buffer - texture to use for render target
    this.colorBuffer = new pc.Texture(this.app.graphicsDevice, {
        width: this.app.graphicsDevice.width/2,
        height: this.app.graphicsDevice.height/2,
        format: pc.PIXELFORMAT_R8_G8_B8_A8
    });

//render target -  rectangular rendering surface.
    this.renderTargetTexture = new pc.RenderTarget({
    colorBuffer: this.colorBuffer,
    depth: false
    });

 this.myCamera.renderTarget=this.renderTargetTexture;

Hi @Grimmy,

Check this post, it may be a related issue:

If there is a post processing, the render target size is ignored and assign device size.

For this issue, I’ve created pull request.

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