title: Drawing on an image before drawing on screen in XNA using VB.NET
body: <p>I'm programming a game in XNA, using VB.NET. I want to create an intro to the game that zooms in/out the whole screen and scaling each image to accomplish this is cumbersome at best. I like to be able to draw a lot of .PNG's (or parts of them) onto a whole image, to then be able to manipulate (scale, turn etc) that whole image, before drawing it with the spriteBatch. The examples I can find use something like: </p>
  
  <pre><code>dim bitmap as New Bitmap
  </code></pre>
  
  <p>or </p>
  
  <pre><code>dim image as New Image
  </code></pre>
  
  <p>but these codes highlights the "Bitmap" or "Image" as red, and I cannot use them. I'd be thankful for any help on this issue!</p>