Render to texture

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2 comments, last by belfegor 13 years, 6 months ago
I use
if(FAILED(g_pd3dDevice->CreateTexture(512 , 512 , 1 , D3DUSAGE_RENDERTARGET , D3DFMT_A8R8G8B8 , D3DPOOL_DEFAULT , &g_pRenderTexture , 0)))
to create a texture, then render the scene to it.
windows is:
HWND hWnd = CreateWindow("Render to Texture" , "Render to Texture"
, WS_OVERLAPPEDWINDOW , 0 , 0 , 640 ,480 , GetDesktopWindow()
, 0 , wndClass.hInstance , 0);

But the result is wrong.The scene is not rendered right.

But if I change the texture's width and hight to 256,256,
or increase window's width and hight more than 512 ,for example 1024,560,

the result is right.

How to explain this?
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What do you mean it's "wrong"? Can we get a screenshot?

What size is your backbuffer in your D3DPRESENT_PARAMETERS?
your depth buffer surface has to be same size (or larger) as your render target!
i bet that you are using default depth buffer:
PresentParams.EnableAutoDepthStencil                  = TRUE;

witch creates default depth buffer with size: 640x480
create another depth buffer surface and use it along with your rt:
dev->SetRenderTarget(0, yourRT);dev->SetDepthStencilSurface(yourNewDepthBuffer);dev->Clear(...);
when testing your projects always enable d3d debugging:
#define D3D_DEBUG_INFO // define at top...#include <d3d9.h>#include <d3dx9.h>#pragma comment (lib, "d3d9.lib")#pragma comment (lib, "d3dx9d.lib")

and use dx control panel.

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