I have created a texture:

[pascal]
D3DXCreateTexture(FScreen.Device,
Width,
Height,
0,
D3DX_DEFAULT,
D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED,
Textures[ Index ].Texture)
[/pascal]

Im trying to render on the texture:

[pascal]
if Succeeded( Textures[Index].Texture.LockRect( 0, lr, nil, 0 ) ) then
begin

if Succeeded( Textures[Index].Texture.GetSurfaceLevel(0, Surface) ) then
begin

FScreen.Device.SetRenderTarget(0, Surface);
SetTexture(0); // set texture 0 (temp)

// create vertex buffer
SetVertexBuffer(256, 256, 0, 0, 0, 1, 1, 0, 1, 1);



FScreen.Device.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
FScreen.Device.SetStreamSource(0, FTempVertexBuffer, 0, sizeof(D3DFVF_TEXTURE_VERTEX));
FScreen.Device.SetFVF(D3DFVF_TEXTURE_VERTEX);
FScreen.Device.DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

end;

// Finally unlock...
Textures[Index].Texture.UnlockRect(0);
end;[/pascal]

but it's not renderd on the texture it self but on the main surface of my rendering...