   is there a bug in RenderToTexture with 1024 x 1024 ???
  hi guys i am using render to texture and the texture width and hieght is 1024 x 1024 mip levels =0 , format.A8R8G8B8 , and pool.default  and i am drawing an image on it but the problem is that instead of blending the 2 images , the new created texture shows half of both images  but when i change the width and hight of the render texture to 512 x 512 everything goes okay and no problems occur !!!!! anybody knows what is this problem i am facing ??? is it a bug in RenderToTexture ???  thanks in advancecheck this image , this is what i can see on my screen , half image with 1024x1024
  I dont think there is a bug in Direct3D - I've used similar (and higher) render targets before with no problems.Check with the debug runtimes and reference rasterizer - that will determine whether you've hit a driver problem (unlikely) or your application is incorrect.What hardware are you using, and are you sure it allows for a 1024x1024 texture? The fact that dropping back to 512x512 works suggests that it might not...Jack   ;  thanks jolly for ur reply my pc is hp pavilion 3.0 Ghz with 256 VGA Card Radeon X600 and 2.0 GB Ram i think it should hold 1024x1024 resolution , but i tried on anoter pc with 128 Nvidia card 1GB RAM it worked :) , but u know that i am storing a sequence of images when i run my application u will see the upper picture as half but when i play the sequence the pictures display good  only the first image appear damaged  so i tried to change the picture with another to see if it is from the 1st pic but same problem happened . any suggestions ??   