So I'm attempting to work with deferred rendering for the first time, and I'm having issues with access violations. I am currently trying to distill the problem down to a short example, so I don't have much code to show at the moment.
1) I create 4 textures using device->createTexture() all using the same width, height, mips, format, and usage(d3dusage_rendertarget);
everything seems to work ok on that front.
2) I bind the 4 targets to slots 1-4, and render a simple cube.
3) after rendering the gbuffer, i set RT0 to the backbuffer of my swapchain, and render a quad for the light.
4) when i call present it fails.
so I scrap that, and try to figure out if something is wrong pass by pass, so after step 2, I try and write out each texture surface to a bmp file and check the results. on the second pass it crashes when trying to save the surfaces. looking at the rts from the first pass, my object is not being drawn to any of the targets. If i don't save the surfaces, I can render a few frames before I end up with an access violation while rendering the cube(right after locking the dynamic VB), which has me even more confused, as I've never had an issue with my object cache before.
EDIT: if i don't render anything(just clear buffers) everything seems to be ok, I can save the buffers which have been cleared to pink, and I can see the backbuffer, which i clear to a time dependent color, working as intended.
Does anyone have any ideas I can run with at this point? Helpful would be a short example, or insight as to why i would get an access violation, that seems to shift around in the code.
As I said above, i'm trying to distill the code down to a simple example without any of my framework code in that may be causing the issue(though it works fine in all other demo projects I've used it in). d3d9 tutorials with multiple render targets are few and far between(I've yet to find one that is c++, to be honest) and MSDN doesn't yield much else.