Imagine, I have a picture (Texture2D in XNA) scalled 256x256, but sometimes I want to use it with a size of 64x64 in the application.
I learned on regular Windows Forms or WPF applications, when I have to resize an image, I should store it in a field so that I have to do the resizing only once. It would massively slow down the performance when resizing in the game loop over and over again.
Do I have to that in XNA too? I didn't find anything about it. I can resize the texture when drawing with the spritebatch but that would be the same as just explained. I would resize the texture every frame and not only once in the field. I don't even know how to resize a texture2d without spritebatch in XNA.