Original Post
Why is that in Directx RGB is actually taken as BGR? (textures,vertex data,etc.) And for vertex colors ARGB (in docs) is actually BGRA ! Even for the texture format D3DFMT_R8G8B8 the colors are actually taken as B8G8R8. This is nowhere specified, not in Microsoft docs at least. And there is no D3DFMT_B8G8R8, so I have to do the convertion myself! However there is D3DFMT_X8B8G8R8 ... so wtf? Microsoft is killing me with their formats...