I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a problem, the screen shows only the clear color, no matter how much I move the camera around.
However, removing all the render target operations lets the app render the scene normally, even if the models are being applied the renderGBuffer effect.
Any ideas of what I'm doing wrong?
d3ddev>CreateTexture(width,height,1,D3DUSAGE_RENDERTARGET,D3DFMT_A8R8G8B8,D3DPOOL_DEFAULT,&colorRT,NULL)then I call this function to convert the render target texture to a surface:void SetRenderTargetAux(int index,IDirect3DTexture9* textureRT) { IDirect3DSurface9* surface; textureRT->GetSurfaceLevel(0,&surface); d3ddev->SetRenderTarget(index,surface); surface->Release(); }– Fire31 Nov 5 '12 at 17:39