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Pixel Motion Blur Error

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hey guys,
I have been trying to implement the Pixel motion blur demo from the DX SDK samples, but my problem is that the render targets are not getting anything.
here is the code to give a better picture.

void BlurApp::Render()
LPDIRECT3DSURFACE9 TempSurf = mCurrVelSurf;
mCurrVelSurf = mPrevVelSurf;
mPrevVelSurf = TempSurf;

mCurrVelTex = mPrevVelTex;
mPrevVelTex = TempTex;

//Clear The RTs
V(gd3dDev->Clear(0, 0, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000,
1.0f, 0));
V(gd3dDev->SetRenderTarget(0, mCurrVelSurf));
V(gd3dDev->Clear(0, 0, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000,
1.0f, 0));
V(gd3dDev->SetRenderTarget(0, mFullscreenSurf));
V(gd3dDev->Clear(0, 0, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000,
1.0f, 0));

V(BlurFX->SetValue(HEyePosW, gCamera->Pos(), sizeof(D3DXVECTOR3)));
V(BlurFX->SetFloat(HBlurConst, 0.75f));


V(gd3dDev->SetRenderTarget(0, mBBRT));


UINT NumPasses;
V(BlurFX->Begin(&NumPasses, 0));

V(BlurFX->SetTexture(HCurrVelTex, mCurrVelTex));
V(BlurFX->SetTexture(HPrevVelTex, mPrevVelTex));
V(BlurFX->SetTexture(HFullscreenTex, mFullscreenTex));


V(gd3dDev->SetStreamSource(0, mFullscreenVB, 0, sizeof(PTvertex)));
V(gd3dDev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2));




V(gd3dDev->Present(0, 0, 0, 0));

Basically, i am rendering the Velocities and Coloring to a texture in RenderToTextures() method. After that i just map that texture to a quad, and in the pixel shader, i do the motion blur algorithm based on the velocity of each pixel.

My problem is that the Texture is not getting any input(checked from PIX), and i checked all the values at debug runtime and they are all solid and running.
DX SDK code really made me go nuts, and i barely understood the code after looking at it for about 2 days(ain't joking), so if any one can just take a quick look at my code, i would REALLY appreciate that because i don't want to have wasted 4 days on bad code.

I really need the help on this one guys

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