void beginRender(void)
{
pd3dDev->GetRenderTarget(0, &pBackBuffer);
pRenderTexture->GetSurfaceLevel(0, &pRenderSurface);
pd3dDev->SetRenderTarget(0, pRenderSurface);
pd3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
pd3dDev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
pd3dDev->BeginScene();
};
void endRender(void)
{
pd3dDev->EndScene();
//Do RTT
effect->SetTexture("Screen", pRenderTexture);
effect->SetTechnique(effect->GetTechniqueByName("BlackAndWhite"));
pd3dDev->SetRenderTarget(0, pBackBuffer);
pd3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(100, 0, 0), 1.0f, 0);
pd3dDev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
pd3dDev->BeginScene();
setUIVertDecl();
pd3dDev->SetTexture(0, pRenderTexture);
pd3dDev->SetStreamSource(0, pRenderVB, 0, sizeof(VERTEX2D));
UINT cPasses;
effect->Begin(&cPasses, 0);
for(UINT i = 0; i < cPasses; i++)
{
effect->BeginPass(i);
pd3dDev->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
effect->EndPass();
}
effect->End();
pd3dDev->SetTexture(0, NULL);
pd3dDev->EndScene();
pd3dDev->Present(NULL, NULL, NULL, NULL);
mouseState.x = mouseState.y = 0;
SetCursorPos(wWidth/2,wHeight/2);
};So basically this code works flawlessly on my laptop, but when I try and run it on my desktop the texture is black. I've experimented with the shader and the shader is working fine. The scene itself renders fine when I don't save it to a texture. I'm really stumped on this one, if anyone needs more code snippets I'll be happy to show some more.
Thanks in advance,
Daniel (Ripe)






