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rendering to texture problem

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	D3DLOCKED_RECT RC;
	Texture->LockRect(0, &RC, 0, 0);	
	int* Pixels = (int*)RC.pBits;		
	int* DPixels = (int*)Pixels;		

	for(int k=0; k<pixelAntal; k++){					

		*DPixels++ = buffer[k];	
		Pixels += RC.Pitch;	
	}//end for
	Texture->UnlockRect(0);		

This part of my code I just copied from an tutorial, so I don't really undestand it, could someone explain it? Also I think I'm doing something wrong in this part: int* Pixels = (int*)RC.pBits; int* DPixels = (int*)Pixels; My buffer array is an int array, but instead of drawing my picture on the entire screen, it devides it in eight and draw the picture eight times...

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I don't know if it means anything, but I have this:

Present_Parameters.AutoDepthStencilFormat = D3DFMT_D16;

should it be something else, since I operate with 24 bit texture?

HRESULT Result = D3DXCreateTexture(D3D_Device, the_width, the_height, 1, 0, D3DFMT_R8G8B8, D3DPOOL_MANAGED, &Texture);

the_width = 512;
the_height = 512;

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*DPixels++ = buffer[k];
Pixels += RC.Pitch;

the pitch counts the bytes in the texture and since I use ints, it's four times bigger than my width. Anyone who knows how to deal with that?

Also I get like two pictures on top of each other!!
So instead og having one big picture, I have 2*4 small pictures..

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int next = 0;
D3DLOCKED_RECT RC;
Texture->LockRect(0, &RC, 0, 0);
unsigned int *bytePointer =(unsigned int*)RC.pBits;


for (DWORD y=0;y<the_height;y++)
{
for (DWORD x=0;x<the_width;x++)
{
DWORD index=(x*4+(y*(RC.Pitch)));
bytePointer[index]= buffer[next];
next++;
}
}

Texture->UnlockRect(0);





I have no idea if I'm the right track, but as far as I can see I need to deal with the Pitch.. This piece og code does not work, please help me undestand what happends here.

Thanks

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