I have a problem.When i try to render dx primitives to multiple cameras (fullscreen shaders) they are not visible (same issue in D3Dfunc dll D3DLINEs are not visible when using DOF or BLOOM or any other shader which uses multiple cameras )
so i found the rendertarget surface in the tagCameraData
LPDIRECT3DSURFACE9 pCameraToImageSurface;
But if i set the render target to this surface , the primitives are rendered (when i go close to the position where the primitives should be located the frame rate falls so they are rendered ) but not visible.
this is what im have so far :
// 1st : get the backbuffer
g_pD3DDevice->GetRenderTarget(0,&pBackBuffer);
// 2nd : set the new render target (dbpro camera surface )
g_pD3DDevice->SetRenderTarget(0,dbproCamera->pCameraToImageSurface);
// 3rd : set up all rendering states , matrices , tranforms etc
// 3th : Render the primitives
// 5th : restore the backbuffer
g_pD3DDevice->SetRenderTarget(0,pBackBuffer);
But i can't get it to work properly... the particles are not visible.
any advice for this ???
Thanks in advance ! any help appreciated.