I have to render a lot of textures as a prepass for my lighting pipeline. So in OpenGL I was creating one FBO and just attaching new textures, this is much faster than always binding an another FBO. In DX9 I know I have two posibilities.. First is just binding the Surface of the Texture to the Pipeline using SetRenderTarget(0, tex.GetSurfaceLevel(0)).. The other one is to Create a seperate RenderTarget and using StretchRectangle to blit it the result on a texture.. Which one would be faster? Or is there an another way?