   DirectX 9 - Multiple View issue
  Hi I am on the works of a level editor and as such need to have four views tat display the world.  Three of them will be orthogonal views and the other a 3d perspective view.  I use the implicit swap chain of the device for the perspective view and I create additional swap chains using IDirect3DDevice9::CreateAdditionalSwapChain for the other three views.    Now so far I can run the application with all four views supposedly presenting, but here lies the problem.  The perspective view is not rendering anything greater than a certain window size, however, oddly it will render correctly when I resize the perspective views window to be small enough.  It is also worth mentioning that the perspective view will render correctly when no additional chains are being rendered but were still created.  And also that the additional swap chains are rendering correctly at all times.  The problem affects the perspective view only it seems.    I do handle the lost device accordingly apon window resizing by releasing and recreating both the additional swap chains and there corresponding depth stencil buffers.  My application is getting large but Ill post what code I think is most critical.    I present the views like so where the view index is used to identify to the function which swap chain are we currently presenting.// Present the bufferif( ViewIndex == 0 ) // Are we to present the implicit swap chain of the device?{hRet = m_pD3DDevice->Present( NULL, NULL, NULL, NULL );}else // Are we to present one of the addtional swap chains?{m_AdditionalDisplays[ViewIndex-1].pSwapChain->Present( NULL, NULL, NULL, NULL, NULL );}And here I set the render targets base on which render target is currently being rendered to.// Are we to switch to the implicit swap chain of the device?if( ViewIndex == 0 ) {m_pD3DDevice->GetBackBuffer( 0,0,D3DBACKBUFFER_TYPE_MONO, &pBackBuffer );hret = m_pD3DDevice->SetRenderTarget( 0, pBackBuffer);hret = m_pD3DDevice->SetDepthStencilSurface(m_pDepthStencil);// We dont need the surface anymorepBackBuffer->Release();}else // Are we switch to one of the addtional swap chain views?{m_AdditionalDisplays[ViewIndex-1].pSwapChain->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBackBuffer);hret = m_pD3DDevice->SetRenderTarget( 0, pBackBuffer);hret = m_pD3DDevice->SetDepthStencilSurface( m_AdditionalDisplays[ViewIndex-1].pDepthStencil );// We dont need the surface anymorepBackBuffer->Release();}  Any ideas?I greatly appreciate the help.   
  Nevermind, I took the advice from this post and made it to where I just use only the additional swap chains for rendering and presenting.http://www.gamedev.net/community/forums/topic.asp?topic_id=369502Makes my code a little less complicated too.   ;  Yeah you can not use the implicit swap chain if you want...the only issue with that approach is that a lot of profiling apps that hook your app (PIX, PerfHUD, fraps) assume that you render to the implicit swap chain and will put their HUD on there.   