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Directx 9 with C++: how can i draw an image transparent?

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see how i draw the image:

hResult= D3DXLoadSurfaceFromFile( surface,NULL,NULL,"C:\\Users\\Cambalinho\\Documents\\CB\\testdx\\Bleu Battle.bmp",NULL,D3DX_DEFAULT,D3DCOLOR_XRGB(255,255,255),NULL );
        if ( FAILED( hResult ) ) MessageBox(NULL,"Error","erro",MB_OK);

        //Draw the sprite:
        RECT imRect={100,50,158,130};//destination rect
        d3ddev->StretchRect(surface,NULL,backbuffer,&imRect, D3DTEXF_NONE);

the image isn't drawed transparent. the problem is the StretchRect() function or the 'surface' back color(it's black)?

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To render transparent images in general you want to load the image data with alpha information.  Your bitmap won’t contain this.  So alpha values for your texture will all be 0xff opaque.
For directx9 Best bet is to create a texture as 32 bit ARGB and then read in an image date file that contains the  A R G B raw data, then memcpy it into your texture/surface.  This link will give you a guide, although, it creates it’s own texture rather than memcpy one in.
If you want to D3DXLoadSurfaceFromFile to convert black (from your bitmap) to transparent black e.g. 0x00000000,  then this may be possible,I believe your color key setup is wrong see here.

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