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Direct3D10 DrawSpritesImmediate

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This is a bit of a weird question. Lets say I have an array of D3DX10_SPRITE, like this: ----D3DX10_SPRITE SpriteArray[5]; When I call the DrawSpritesImmediate() function: ----pSpriteObject->DrawSpritesImmediate(SpriteArray,5,0,0); The second argument covers the size of the array, as it should. For my purposes I am going to need to turn the sprites "invisible", as for some that is a part of the animation sequence. Since the second argument to the DrawSpritesImmediate() call appears to tell the function to access that far into the array, if I the third element is supposed to be "invisible", the only way I have found to eliminate it from the final render target is to zero the structure, as though it were a brand new one. What I am wondering is, if the function tries to draw from a zeroed out D3DX10_SPRITE structure, how does it "appear" in default on the render target? Does it default to a 1 x 1 pixel in the upper left corner? I am just figuring out how to organize my drawing code for maximum efficiency and came across this.

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