Oh, thank you very much. I saw Slins Shader Tutorial and he uses everytime TargetMap. But he also wrote Postprocessing-Shaders.
May i annoy with another issue? I solved, thanks to you, my problem with the object-shader, but now i try a postprocessing effect. i wrote this:
texture TargetMap;
sampler2D smpScreen = sampler_state
{
Texture = <TargetMap>;
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Wrap;
AddressV = Wrap;
};
float4 Shader(float2 tex : TEXCOORD0) : COLOR
{
float4 Color=tex2D(smpScreen, tex);
return Color;
}
technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_3_0 Shader();
}
}
and added the effect with PP_Add (part of Slins PP_Helper.c)
MATERIAL* matBlur = {
effect="blur.fx";
}
void main() {
...
PP_Add(matBlur,camera,NULL);
...
}
The result is that the TargetMap seems to remember the drawing of previous frames:

What is wrong (the planet and its moon moves around the sun; all of them have earth-skin yet)? I just want to have the rendered camera screen in this postprocessing shader. why it is not cleared after the last rendering?
ps: here is PP_Add, if you need it:
VIEW* PP_Add(MATERIAL* Material,VIEW* View,BMAP* bmap)
{
//find the last view of "View"s effectchain and store its pointer
PP_Temp_View = View;
while(PP_Temp_View.stage != NULL)
{
PP_Temp_View = PP_Temp_View.stage;
}
//create a new view as the stored views stage
PP_Temp_View.stage = view_create(0);
set(PP_Temp_View.stage,PROCESS_TARGET);
//assign "Material" to the just created view
PP_Temp_View = PP_Temp_View.stage;
PP_Temp_View.material = Material;
//if a bmap is given, render the view into it
if(bmap != NULL)
{
PP_Temp_View.bmap = bmap;
}
//return the pointer to the new view
return(PP_Temp_View);
}