   [SlimDX] Resource Managment, Render to texture
  Hello!Here is my rendering script: 1. Save current render target surface and set render to floating point texture surface 2. Render scene 3. Perform post-processes 4. Copy result back form floating point RT to saved RT surface surface (StreachRectangle)(Optional) 5. Copy data from saved render target surface to Bitmap and save to file In a point 1. i change render target to floating point texture surface:  // Change render targets  m_destRt = device.GetRenderTarget(0);  device.SetRenderTarget(0, m_colorRtSurface);In case i render scene to screen m_destRt is back buffer of SwapChain and in case i render to Bitmap and save to file m_destRt is surface of render target texture.Then in a point 3. i copy data back: device.StretchRectangle(m_colorRtSurface, m_destRt, TextureFilter.None); device.SetRenderTarget(0, m_destRt); m_destRt = null;All works good, but a got error when try to reset the device. Error says me that i did not release all Pool.Default resources. I modified point 3. a litte and my code look like next: device.StretchRectangle(m_colorRtSurface, m_destRt, TextureFilter.None); device.SetRenderTarget(0, m_destRt); m_destRt.Dispose(); m_destRt = null;Now device resets successful but i get error in a point 5. because i disposed RT texture surface.Seems there should be some fundamental knowledges of DirectX 9 Resource Managing which i don't know yet. Thanks in advice..   