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Do you mean when rendering? If so, you could just use the diffuse colour (or materials) for fixed-function rendering, or output float4(1.0f,0.0f,0.0f,1.0f) in a pixel shader.

If you mean manipulating a IDirect3DTexture9's raw data, then not really. The D3DXFillTexture() function will probably work, but given it's various float conversions I don't know if it'll be accurate enough...


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