I'm slightly confused about textures versus surfaces in Direct3D9. Now, it seems fairly simple that you can only read from a texture and only write to a surface, and when you create a texture then you can get surfaces to set as render targets from it.
What I don't quite get is the CreateTexture function. It's CreateRenderTarget equivalent for a surface which is only rendered to and never read has the options of anti-aliasing parameters, whereas CreateTexture doesn't, even though you can explicitly use it to create render targets.
Does that mean that it is impossible to create an intermediate texture for e.g. shadow mapping which has anti-aliasing?