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LPDIRECT3DSURFACE9 pRTOld;
LPDIRECT3DSURFACE9 pDSOld;
LPDIRECT3DSURFACE9 pSurf;
// Sauvegarde des surfaces de rendu
d3ddevice->GetRenderTarget(0, &pRTOld);
d3ddevice->GetDepthStencilSurface(&pDSOld);
// On récupère la surface de la texture
texture->GetSurfaceLevel(0, &pSurf);
d3ddevice->SetRenderTarget(0, pSurf);
SAFE_RELEASE(pSurf);
// ici tu fais ta passe de rendu
d3ddevice->BeginScene();
...
d3ddevice->EndScene();
d3ddevice->Present( NULL, NULL, NULL, NULL );
// fin de ton rendu
// tu repasse sur la sortie standart
if(pDSOld)
{
d3ddevice->SetDepthStencilSurface(pDSOld);
SAFE_RELEASE(pDSOld);
}
d3ddevice->SetRenderTarget(0, pRTOld);
SAFE_RELEASE(pRTOld); |
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