After few completed projects with DirectX 9 i started to learn DirectX 11. Now i'm trying to implement blured shadow maps but i have problems render the scene to textures. When i render the first scene depths to shadow map texture, the image is a bit distored. Then i use orthogonal projection to render this texture to a temporary quad with x blur shader then back to shadow map texture with y blur shader but the final result is completly distored.
In RasterTek tutorial i somewhere readed that render target textures need to have the same aspect ratio like screen.
So i tried to create render target textures every time the window is resized with half the window width and height but not even this worked so i created these textures with original window width and height and only that worked so far.
So now i have a question. Is it somehow possible to create render target textures with custom size?