So I have done some testing...
Where I clear my back buffer, I changed the code to:
[source lang="cpp"] d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(100,100,100), 1.0f, 0);[/source]
Which gives a nice grey background. However, in full screen... I still see a black background - this must be where my issues lie?
Do you call device->Present() after drawing the scene. Your main Drawing method should look like this:
dd3dDevice->BeginScene();
//Here you draws all your textures
dd3dDevice->EndScene();
dd3dDevice->Present(0, 0, 0, 0);
When you're drawing in D3D you're drawing into something called back buffer. If you want to show the back buffer content on your screen you have to call the Present() method so that the buffer that is currently displaying swaps with the backbuffer.
As you point out, if you clear the backbuffer that way you shoud see a Grey Screen, not a black one, so the problem has probably nothing to do with your textures.
Hi,
Yeah I call present()
My rendering code is like so:
Device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0)
Device->BeginScene()
SpriteObject->Begin(D3DXSPRITE_ALPHABLEND)
//Rendering Textures
SpriteObject -> End()
Device->EndScene()
Device->Present(NULL,NULL,NULL,NULL)
Still no luck
Found a solution to the issue...
At home I use a two monitor set up - When I unplug one from the PC and run the program, everything happily renders both in windowed mode and full screen. So the issue is with the second monitor.
I havnt had chance to search for a fix yet (will do so now), but if anyone has any experience in fixing this particular issue - please feel free to share

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