Original Post
I've been searching a lot on how to do this, and it seems like it should be really easy, however it looks like all I'm getting is a black texture. The only thing I can think of that I'm doing different from the tutorials I've found is that I want to draw to the texture between rendering to the backbuffer. Therefore I first call EndScene(), then change targets, clear, and call BeginScene() for the new target.
res = dst->d3ddev->EndScene();
res = dst->d3ddev->SetRenderTarget(0, intermediateSurfaceA);
res = dst->d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255, 255, 255), 1.0f, 0);
res = dst->d3ddev->BeginScene();
res = dst->d3ddev->EndScene();
res = dst->d3ddev->SetRenderTarget(0, oldRenderTarget);
res = dst->d3ddev->BeginScene(); As a test I've tried above code, which should at least make my texture white, right? But when I try to draw it, it still appears black.