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surfaces and backbuffer

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Is there a way to use a surface as a render target and then copy it to a location in the back buffer? Im using dx9, and the docs say that in order for a surface to be set as a render target it must have D3DUSAGE_RENDERTARGET, which requires D3DPOOL_DEFAULT. But to use a surface as a source for a copy using UpdateSurface, it must have been created with D3DPOOL_SYSTEMMEM. Is there a way to do this???

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You can use the D3DXLoadSurfaceFromSurface function to copy from a texture in one pool to a texture in another. Don't know about doing a copy directly to the back buffer though -- seems likely not to work or to cause lots of trouble. You will probably just want to render a textured quad and get your texture into the back buffer that way.

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