Here's my code:
void render_frame(void)
{
shaderbuff->GetSurfaceLevel(0, &blur_surface1);
d3ddev->SetRenderTarget(0, blur_surface1);
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(1, 0, 0, 0), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
d3ddev->SetFVF(CUSTOMFVF);
if(playing == 1)
{
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (x, y + 1, z + 10),
&D3DXVECTOR3 (cos(yaw) + x, y + 1, sin(yaw) + z + 10), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
d3ddev->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
0.0f,
100.0f);
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
D3DXMATRIX mattranslate;
for(int i = 0; i < 16; i++)
{
for(int j = 0; j < 16; j++)
{
D3DXMatrixTranslation(&mattranslate, i * 3.0f, 0.0f, j * 3.0f);
d3ddev->SetTransform(D3DTS_WORLD, &mattranslate);
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
}
}
}
d3ddev->EndScene();
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
d3ddev->SetRenderTarget(0, backbuffer);
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, 0, NULL, NULL);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
d3ddev->StretchRect(blur_surface1, &rect, backbuffer, &rect2, D3DTEXF_NONE);
if(playing == 0)
{
for(UINT i = 0; i < objectlist.size(); i++)
{
objectlist[i].Render();
}
}
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
d3ddev->SetTexture(0, NULL);
}
I give credit to DirectXTutorial.com for helping me write the code.
Please, I don't know what i'm doing wrong here, can someone please help me out? thanks.







