spriteBatch.Draw(hellokittyTexture , Vector2.Zero, Color.White);
In this line, you're drawing the texture... to itself... That can't happen.
Assuming buffer1
and hellokittyTexture
have been properly initialized, replace this line:
hellokittyTexture = (Texture2D) buffer1;
with this:
Color[] texdata = new Color[hellokittyTexture.Width * hellokittyTexture.Height];
buffer1.GetData(texdata);
hellokittyTexture.SetData(texdata);
This way, hellokittyTexture
will be set as a copy of buffer1
, rather than a pointer to it.