[SOLVED] Splitting the screen in two separated areas (2D game)

Yes, that’s what I’m going to do.

Before using RenderTargets this was the way I used to draw sprites

protected override void Draw(GameTime gameTime)
{
  GraphicsDevice.Clear(Color.Black);

  spriteBatch.Begin();

     // Everyting is drawn here

  spriteBatch.End();
}

This is the method Game1.Draw() the main Draw method. But I realized that using RenderTargets I need to call spriteBatch.Begin(); after calling graphicsDevice.SetRenderTarget(…); otherwise the sprites aren’t drawn in the RenderTarget, they are drawn in the back buffer. Before RenderTargets I had only one spriteBatch.Begin(); and one spriteBatch.End(); but now I’ll have much more calls to these methods.

Is there a way to use the same SpriteBatch.Begin() to draw in every RenderTarget?

How can I measure the time needed to call SpriteBatch.Begin()?