Original Post
When I try to render my scene to a render target, the depth ordering will get all messed up. Polygons that are drawn last with DrawIndexedPrimitive() will show up on top, as opposed to based on the distance from the view. If I render directly to the back buffer, then everything works as expected. Another interesting bit is that both rendering with and without render targets works fine on a different machine without changing a single line of code, and I am completely baffled as to what I am missing. The machine that "works" uses an ATI card and the other machine that doesn't uses an Nvidia card. Video drivers are up-to-date for both cars, and I'm using the April 2006 DirectX SDK on both machines as well.