Take the tour ×  Basically, what I'm trying to do is apply a
shader to my background image and only the background image. The
problem is: the background is actually made up of tiles that are
picked out of a list of images. The background code loads and
draws the tiles according to a map (an int[,].) I've been
reading up on using RenderTarget2d, but I haven't found anything
that suggests I'd be able to use specific images (let alone
images set up according to a map.) So here's my question: is
there a way to render my backgrounds to a texture so I can apply
a shader or is there another way for me to apply a shader that I
might want to try?  share|improve this question add comment  1
Answer  up vote 0 down vote accepted  You seem to have already
figured out how to do this. Here's the process:
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null,
null, myShaderEffect); spriteBatch.Draw(myRenderTarget,
Vector2.Zero, Color.White);  You may want to have a look at the
Bloom Postprocess sample. There's no reas