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Post Processing Problems

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I am doing a simple prost process effect and I am getting very strange blur/fade problem. When I render my scene anything that is not light just becomes this blury area of nothing that starts as the seconds clears color. When I move around and a "light" area goes over it it will grab it and fade that area. While I may not be giving me the best explaination, hopefully someone will notice something with my code. I even get this when I do not pass in the shader. Creating the texture
	pD3Dev->CreateTexture(nWidth, nHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &m_pRenderTarget, NULL);
Rendering everything
	m_pD3D->Clear(255, 255, 255);
	m_pD3D->DeviceBegin();
	m_pD3D->GetDirect3DDevice()->LightEnable(1, true);

	LPDIRECT3DDEVICE9 pD3Dev = CDirect3D::GetInstance()->GetDirect3DDevice();
	m_pD3D->SpriteBegin();
	m_pMouse->RenderMouse();

	// Sprites are done loading, now change to the actual view.
	m_pD3D->GetDirect3DDevice()->SetTransform(D3DTS_VIEW, &m_pCam->GetViewMatrix());
	m_pD3D->GetDirect3DDevice()->SetTransform(D3DTS_PROJECTION, &m_pCam->GetProjectionMatrix());

	// Get the render target
	m_pD3D->GetDirect3DDevice()->GetRenderTarget(0,    &m_pBackbuffer);

	// Get the "texture" of the surface.
	LPDIRECT3DSURFACE9 pSurface = NULL;
	m_pRenderTarget->GetSurfaceLevel(0, &pSurface);

	pD3Dev->SetRenderTarget(0,    pSurface);
	pSurface->Release();

	// Render everything (the first time)
	m_pOM->RenderAll();

	m_pD3D->SpriteEnd();
	m_pD3D->DeviceEnd();

	pD3Dev->SetRenderTarget(0, m_pBackbuffer);
	m_pBackbuffer->Release();

	m_pD3D->Clear(0,0,0);
	m_pD3D->DeviceBegin();
	m_pD3D->SpriteBegin();

	m_pD3D->GetSprite()->Draw(m_pRenderTarget, 0, 0, 0, 0xffffffff);

	m_pD3D->SpriteEnd();
	m_pD3D->DeviceEnd();
	m_pD3D->Present();

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Also, the lighting I am doing is through a shader. If I do not use the shader and I use regular Fixed Function pipeline. If I just use fixed function then all my textures seem blurry.

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