/// Initialise the render texture. bool RenderTexture::Init(int width, int height) { LPDIRECT3DDEVICE9 pD3DDevice = DXUTGetD3DDevice(); int mipLevels = 1; DWORD usage = D3DUSAGE_RENDERTARGET; D3DFORMAT fmt = D3DFMT_A8R8G8B8; D3DPOOL pool = D3DPOOL_DEFAULT; HRESULT hr; hr = D3DXCreateTexture(pD3DDevice, width, height, mipLevels, usage, fmt, pool, &m_pTexture); if (FAILED(hr)) { DXUTReportD3DError(hr); return false; } bool createZBuffer = true; D3DFORMAT depthStencilFmt = D3DFMT_D16; hr = D3DXCreateRenderToSurface(pD3DDevice, width, height, fmt, createZBuffer, depthStencilFmt, &m_pRenderSurface); if (FAILED(hr)) { ReportD3DError(hr); return false; } return true; }