I don't think I replied to this correctly, but anyways.....

Just updated my video card drivers.  It didn't help.  It still crashes at
the exact same point.  I'm using a 7800 GT, so maybe it's an Nvidia thing?

-----------------

Are your video card drivers up to date? That's pretty much the same
way I'm defining my RT's, and I've got about 5 of them on the go.

garry

On 5/29/07, Andy Gardner <[EMAIL PROTECTED]> wrote:
Alright, so I used the Motion Blur tutorial from the wiki to help me crea=
te
a new CTextureReference to be used as a render target.  The code looks li=
ke
this:

static CTextureReference s_pMotionBlurTex0;

ITexture *GetMotionBlurTex0( void )
{
   if( !s_pMotionBlurTex0 )
   {
       s_pMotionBlurTex0.InitRenderTarget( 256, 256,
RT_SIZE_FULL_FRAME_BUFFER,
               IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE, false );

       Assert( !IsErrorTexture( s_pMotionBlurTex0 ) );
   }

   return s_pMotionBlurTex0;
}


Now, I duplicated this code into another function using a new
CTextureReference so I can have another render target.  My function looks
like this:

static CTextureReference s_pSecondTex;

ITexture *GetSecondTex( void )
{
   if( !s_pSecondTex )
   {
       s_pSecondTex.InitRenderTarget( 256, 256, RT_SIZE_FULL_FRAME_BUFFER=
,
               IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE, false );

       Assert( !IsErrorTexture( s_pSecondTex ) );
   }

   return s_pSecondTex;
}

Now, if I try to call both functions in my code, the game ends up crashin=
g.
It doesn't matter which one I call first -- it always crashes on the seco=
nd
one.  Here's a snippet of the call stack:

shaderapidx9.dll!2a01d0cf()
[Frames below may be incorrect and/or missing, no symbols loaded for
shaderapidx9.dll]
shaderapidx9.dll!2a0115a4()
shaderapidx9.dll!2a01ca6a()
MaterialSystem.dll!0d77ad4c()
client.dll!CTextureReference::InitRenderTarget()  + 0x7e bytes
client.dll!GetDOFTex0()

Now, since I can't get down that far in the code, I'm at a complete loss.=
 I
realize the motion blur tutorial is probably outdated, and that the shade=
r
system has evolved quite a bit, so if I'm approaching the creation of ren=
der
targets incorrectly, please let me know.  Otherwise, does anyone else hav=
e
thoughts?

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