I'm rendering into same texture incrementally. Each refresh round I'm adding some details in the texture.
Texture is set as render target. In the end of the round, I'm finally displaying the texture in the screen.
By using Ati/AMD adapters, it works just fine.
By using Nvidia (Quadro FX370 and GT9500 for example), I can only render 1 time for the texture. When I try to render into it again next round, it won't render any additinal graphics on it, is just remains the same.
If I recreate the texture, I can render on it again, but only 1 time. For NVidia, I have made a special logic that it first creates a new texture and then renders old texture in it and then the new graphics. Like this, it works but causes significant extra overhead.
I'm wondering if anybody has tangled with the same issue?
BTW, there's no errors in DirectX debug output. DirectX runtime is in debug mode and working.
It really must have something to do with Multisample anti-alias. When setting MultiSampling to None, re-using texture works with NVidia too.
Before rendering into the render target texture, I use Clear command with Stencil flag. It gets rid of the Debug message of non-matching multisample types, and has hidden the actual problem. device.Clear(ClearFlags.Stencil, Color.Transparent,0, 0);
But disabling AA is not option, because of loss of visual appearance. Is there any way to adjust multisampling type on-the-fly, without recreating the device?