I am developping a mesh editing software. The mesh could be big, and redraw the whole mesh may be slow. Bug as an editing software, interactions, such as strokes, selections, should be drawed in every interaction.
So the rendering is split into two parts, first draw the mesh into a framebufferobject, this kept unchanged until something happened (such as translation, zoom, rotation, which triggered mesh to be repainted).
And the interactions can be considered as overlay, which are simpler and drawed in every frame.
This can be done in OpenGL with
glBlitFramebuffer, however as I'm changing from c++/QT/GL to c#/WPF/MonoGame, I believe we have this equivalent operation in MonoGame, right?