If by RT_SIZE_EXACT you mean RT_SIZE_NO_CHANGE, then yes I've tried that as
well. I'm pulling my hair out :( I've seriously tried about every
combination of flags I can come up with.

Is it possible that the material system is deciding not to create a render
target texture as big as I'm asking so it just sets it down to 64x64 I
wonder... just to prevent resource over-allocation or something? Who
knows... its such a closed system... :(

On Fri, Jan 7, 2011 at 10:52 AM, Saul Rennison <saul.renni...@gmail.com>wrote:

> Have you tried RT_SIZE_EXACT? That might ensure that the render target is
> created with exact dimensions.
>
> Thanks,
>  - Saul.
>
>
>
> On 7 January 2011 15:30, Cale Dunlap <cale.dun...@gmail.com> wrote:
>
>> Yes there is actually. In order to achieve the effect required we have to
>> force the tonemap scale to a specific value when rendering the output that
>> goes to the render target.
>>
>>
>> On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison 
>> <saul.renni...@gmail.com>wrote:
>>
>>> Is there a reason why your render target needs to be HDR? I've been able
>>> to create render targets perfectly fine without problem.
>>>
>>> Thanks,
>>>  - Saul.
>>>
>>>
>>> On 7 January 2011 14:59, Cale Dunlap <cale.dun...@gmail.com> wrote:
>>>
>>>> Has anybody else ever seen a case where their render targets are always
>>>> returning 64 for both GetActualWidth() and GetActualHeight() ?
>>>>
>>>> This seems to be most prevalent on HDR maps for some reason. Here's the
>>>> code that is creating my render target:
>>>>
>>>> pMaterialSystem->CreateNamedRenderTargetTextureEx2(
>>>> VarArgs("_rt_Sensor%d", idx), 512, 512, RT_SIZE_OFFSCREEN,
>>>> pMaterialSystem->GetBackBufferFormat(),
>>>>  MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
>>>> CREATERENDERTARGETFLAGS_HDR );
>>>>
>>>> Where idx is a number between 0 and 7 (total of 8 render targets). Any
>>>> ideas why this is happening?
>>>>
>>>> Thanks in advance!
>>>>
>>>> -Cale
>>>>
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>>>>
>>>
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>>
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