private void CreateRenderTargets(GraphicsDevice device) { int w = (int)width; int h = (int)height; // Create the diffuse texture. backgroundWidth = w; backgroundHeight = h; if (BokuGame.RequiresPowerOf2) { w = MyMath.GetNextPowerOfTwo(w); h = MyMath.GetNextPowerOfTwo(h); } if (diffuse == null) { diffuse = new RenderTarget2D(device, w, h, false, // Mipmaps SurfaceFormat.Color, DepthFormat.None); InGame.GetRT("TextDialog", diffuse); } shared.dirty = true; }