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(1) Use IDirect3DDevice9::SetRenderTarget() to set your surface as the current render-target

(2) Call ID3DXSprite::Begin() with the D3DXSPRITE_ALPHABLEND flag

(3) Draw it as normal

In order for the image to be transparent, you are going to have to make sure that you have an alpha channel in it to begin with. You could also use D3DXCreateTextureFromFileEx() and use the color key.

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