I am working on animated transitions between two different states of a render surface.
But to accomplish this I have to create a image for the current and next state so I can render their stills together during the animation.
The way I accomplish this is by fetching the image from the texture bound to my render surface and copying it into a new texture. However I cannot update a canvas without rendering it to the screen so the users sees a brief flash of the next frame before the transition begins as I use GetEngine():RunFrame()
to force a render target to be filled with the next state.
This works as intended although with undesirable Update event which is unnecessary and in some cases it causes a flash of the frame I never want the user to see.
Is there a way I can update a singular render surface without causing a global update? I only want this one updated.