I suspect your problem is not the blit but the actual drawing. When you set the render target you need to change the viewport and projection matrix to match your offscreen surface. Then switch it back when done drawing to it.
Now I did get Rendertargets working, have a couple of glitches and bugs I found in the Dx9 Driver when converting Offscreen Surfaces to pixmaps.
Ill get those fixes to the driver in place, and finish a Imagebuffer style of RenderTarget. It will be a either a render target or a full rendertarget texture.
I now know extactly what your trying to do, I read the ImageBuffer docs :).
Only issue might be maintiang the buffer if the surface is lost. If I can capture the surface when lost and restore it upon reset, I can avoid copying the image to a pixmap every frame but not sure if I can avoid that performance hit.
Doug Stastny
Now I did get Rendertargets working, have a couple of glitches and bugs I found in the Dx9 Driver when converting Offscreen Surfaces to pixmaps.
Ill get those fixes to the driver in place, and finish a Imagebuffer style of RenderTarget. It will be a either a render target or a full rendertarget texture.
I now know extactly what your trying to do, I read the ImageBuffer docs :).
Only issue might be maintiang the buffer if the surface is lost. If I can capture the surface when lost and restore it upon reset, I can avoid copying the image to a pixmap every frame but not sure if I can avoid that performance hit.
Doug Stastny