creating a screenshot with CreateScreenshotUsingRenderTarget (same size as canvas) looks completely different from the canvas itself. I looked at the code and see that it’s rendered to a texture first, with some antialiasing as post processing. I can’t figure out what’s going on, how can I make it sharper? I tried TRILINEAR_SAMPLINGMODE, antialiasing on/off, more samples. A higher resolution helps, but it still has the same problem, just less bad and then taking the shot takes way too long.
what is too low? Right now I use the exact width and height of the canvas/engine (which in this case is 2560x1440). Setting samples to 256 still looks the same.
I will look into making a repro, but I just call the function.