Original Post
Hey guys,
This one has been holding me up for awhile, so I finally buckled.
I create my render target as such:
This seems to create a render target fine.
I do your standard draw scene, bind backbuffer, draw fullscreen quad test code, but I get a black screen.
In PIX I see the render fine for the first render target, but when I bind my backbuffer, mRenderTexture is pure black. I was under the impression that when I created the Surface from the Texture, the texture would have the data from the surface, but that doesn't seem to be the case. Is there something I need to do in order to get the data from the surface back to the texture?
Thanks guys.
This one has been holding me up for awhile, so I finally buckled.
I create my render target as such:
outData->mRenderTexture = TCDirectX9Textures::CreateTextureDX9( bufferWidth, bufferHeight, format );
HRESULT result = outData->mRenderTexture->GetSurfaceLevel( 0, &outData->mRenderSurface );
assert( "Failed to get surface level" && SUCCEEDED( result ) );
result = gDeviceManager->GetDevice()->CreateRenderTarget( bufferWidth, bufferHeight,
(D3DFORMAT)format,
D3DMULTISAMPLE_NONE,
0, TRUE,
&outData->mRenderSurface,
NULL );
assert( "Failed to create render target" && SUCCEEDED( result ) );
This seems to create a render target fine.
I do your standard draw scene, bind backbuffer, draw fullscreen quad test code, but I get a black screen.
In PIX I see the render fine for the first render target, but when I bind my backbuffer, mRenderTexture is pure black. I was under the impression that when I created the Surface from the Texture, the texture would have the data from the surface, but that doesn't seem to be the case. Is there something I need to do in order to get the data from the surface back to the texture?
Thanks guys.