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// 렌더링 타겟 보존 
m_pd3dDevice->GetRenderTarget(0, &pOldBackBuffer); 
m_pd3dDevice->GetDepthStencilSurface(&pOldZBuffer); 
m_pd3dDevice->GetViewport(&oldViewport); 

m_pd3dDevice->EndScene(); // 함수 바깥에서 실행된 BeginScene 해제 

// 렌더링 타겟 변경 
m_pd3dDevice->SetRenderTarget(0, m_pShadowSurf); 
m_pd3dDevice->SetDepthStencilSurface(m_pShadowTexZ); 
D3DVIEWPORT9 viewport = {0,0, MAP_SIZE,MAP_SIZE,0.0f,1.0f}; 
m_pd3dDevice->SetViewport(&viewport); 

행렬 설정 등등.... 

m_pd3dDevice->BeginScene(); 
메시를 그린다 
m_pd3dDevice->EndScene(); 

// 렌더링 타겟 복구 
m_pd3dDevice->SetRenderTarget(0, pOldBackBuffer); 
m_pd3dDevice->SetDepthStencilSurface(pOldZBuffer); 
m_pd3dDevice->SetViewport(&oldViewport); 
pOldBackBuffer->Release(); 
pOldZBuffer->Release();

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