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I originally posted this question on stack overflow, but realised it might be better here. The original question can be found herehere

I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here

I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here

Tweeted twitter.com/#!/StackGameDev/status/98416941169000449
Added MSDN details on SetRenderTargets()
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EDIT: I've been doing some reading and perhaps I need to deallocate the textures as render targets after the preProc pass before I pass them in as ShaderResourceViews to my postProcess shader. I assumed calling context.OutputMerger.SetTargets() would deallocate all of the currently assigned render targets and then assign only the render targets specified in the function's parameters. If this isn't the case (I can't yet be sure if it is or isn't), then how would I go about unassigning the render targets in SlimDX?

EDIT: I've been doing some reading and perhaps I need to deallocate the textures as render targets after the preProc pass before I pass them in as ShaderResourceViews to my postProcess shader. I assumed calling context.OutputMerger.SetTargets() would deallocate all of the currently assigned render targets and then assign only the render targets specified in the function's parameters. If this isn't the case (I can't yet be sure if it is or isn't), then how would I go about unassigning the render targets in SlimDX?

EDIT2: Ah, according to this MSDN page, calling OutputMerger.SetRenderTargets() "overrides all bounded render targets and the depth stencil target regardless of the number of render targets in ppRenderTargetViews." so all of my render targets are getting deallocated automatically when I tell the OutputMerger to render to the screen. This leaves me back to square one.

EDIT: I've been doing some reading and perhaps I need to deallocate the textures as render targets after the preProc pass before I pass them in as ShaderResourceViews to my postProcess shader. I assumed calling context.OutputMerger.SetTargets() would deallocate all of the currently assigned render targets and then assign only the render targets specified in the function's parameters. If this isn't the case (I can't yet be sure if it is or isn't), then how would I go about unassigning the render targets in SlimDX?

EDIT: I've been doing some reading and perhaps I need to deallocate the textures as render targets after the preProc pass before I pass them in as ShaderResourceViews to my postProcess shader. I assumed calling context.OutputMerger.SetTargets() would deallocate all of the currently assigned render targets and then assign only the render targets specified in the function's parameters. If this isn't the case (I can't yet be sure if it is or isn't), then how would I go about unassigning the render targets in SlimDX?

EDIT2: Ah, according to this MSDN page, calling OutputMerger.SetRenderTargets() "overrides all bounded render targets and the depth stencil target regardless of the number of render targets in ppRenderTargetViews." so all of my render targets are getting deallocated automatically when I tell the OutputMerger to render to the screen. This leaves me back to square one.

Added one hypothesis
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EDIT: I've been doing some reading and perhaps I need to deallocate the textures as render targets after the preProc pass before I pass them in as ShaderResourceViews to my postProcess shader. I assumed calling context.OutputMerger.SetTargets() would deallocate all of the currently assigned render targets and then assign only the render targets specified in the function's parameters. If this isn't the case (I can't yet be sure if it is or isn't), then how would I go about unassigning the render targets in SlimDX?

EDIT: I've been doing some reading and perhaps I need to deallocate the textures as render targets after the preProc pass before I pass them in as ShaderResourceViews to my postProcess shader. I assumed calling context.OutputMerger.SetTargets() would deallocate all of the currently assigned render targets and then assign only the render targets specified in the function's parameters. If this isn't the case (I can't yet be sure if it is or isn't), then how would I go about unassigning the render targets in SlimDX?

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