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1

The problem was inside present parameters - i forgot to set backbuffer's width and height. dx_PresParams.Windowed = TRUE; dx_PresParams.SwapEffect = D3DSWAPEFFECT_DISCARD; dx_PresParams.BackBufferFormat = D3DFMT_UNKNOWN; dx_PresParams.BackBufferWidth = 1024;//Width dx_PresParams.BackBufferHeight = 1024;//Height dx_PresParams.EnableAutoDepthStencil = TRUE; ...


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When using a R/H Cartesian coordinate system with the Y axis as vertical and row major matrix transforms (common for DX9), and you set your model in your world such that when rendered using an Identity matrix, the nose of the aircraft will be pointing down the -Z axis: then the negate of the third row of the transform matrix can be used as a direction ...


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There are two main ways to do this. First way is to do exactly what you're trying to avoid doing, and use a render target. This is the way used by the Shadow Mapping sample for D3D9 in the old DirectX SDK, although it needn't be 32-bit (D3DFMT_R16F may well be sufficient). As a possible optimization you could use a NULL depth/stencil target, enable ...


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You would have to render the results of the first to a texture, then read the texture in the second shader and output the results to the screen.



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