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D3DX Sprite Blit problem.

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In the sample app sprite.cpp, the initRenderer makes the donut texture from D3DXCreatetextureFromFile(), and blits ok, what I dont understand is the Donut texture uses a LPDirectDraw7 surface to blit, but when I try to blit one of my own DirectDraw7 surfaces, the blits come out white! I tried parsing DDSCAPS_TEXTURE and DDSCAPS_3DDEVICE, but it returns an error. How do i do it?

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Guest Anonymous Poster
try using D3DXLoadTextureFromSurface to convert your surface to a texture, then using the D3DXDrawSprite* functions.

i had the same issue, and the problem turned out to be that teh D3DXDrawSprite* functions had to have the source surface in a specific format.

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I have the same problem!! would someone please post a detailed response on how to do a colorkeyed blt with D3DX??!!!

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Guest Anonymous Poster
I am also looking for this information... have been for awhile... does ANYONE know how to do this?

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