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Strange MRT Problem

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#1 Endemoniada   Members   

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Posted 31 December 2013 - 08:31 PM

Hi guys,

 

I can't figure out why this is happening:

IDirect3DSurface9* temp_surface;

// the following two textures are half screen size

color_texture->GetSurfaceLevel(0,&temp_surface);
d3d_device->SetRenderTarget(0,temp_surface);
releaseInterface(temp_surface);

depth_texture->GetSurfaceLevel(0,&temp_surface);
d3d_device->SetRenderTarget(1,temp_surface);
releaseInterface(temp_surface);

// don't even do anything with the two textures above

// the following screen_texture is twice the size of the two textures above

screen_texture->GetSurfaceLevel(0,&temp_surface);
d3d_device->SetRenderTarget(0,temp_surface);
releaseInterface(temp_surface);

// just clear it

d3d_device->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,32,128),1.0f,0);

That will work perfectly fine if all three textures are the same size. It also works if I comment out the three lines where I set the depth texture. It won't work as is, I just get a black screen.

 

It was working great until I cut some texture sizes in half to speed up processing, that's why I think everything is set up right.

 

Thanks.


Edited by Endemoniada, 31 December 2013 - 08:34 PM.


#2 Mona2000   Members   

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Posted 31 December 2013 - 10:22 PM

MRTs in Direct3D9 have to be the same size.



#3 unbird   Members   

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Posted 01 January 2014 - 05:33 AM

Correct:

All surfaces of a multiple render target should have the same width and height.

 
The D3D debug layer will complain if you try:

[2688] Direct3D9: (ERROR) :Dimensions of render target 1 do not match target 0.


#4 Endemoniada   Members   

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Posted 01 January 2014 - 10:18 AM

Hey guys,

 

The two MRTs are the same size.

 

After using them all I had to do was this:

 

d3d_device->SetRenderTarget(1,NULL);

 

***

 

Unbird, can I get those D3D debug messages in VS's output window when I compile just like regular errors/warnings ? If I can I have to set that up.

 

Thanks.



#5 unbird   Members   

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Posted 01 January 2014 - 12:36 PM

Direct3D Programming Tip #5: Use The Debug Runtime




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