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Surface Locking (in DX8)

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Hey... I''ve been recently trying to do a bit of DX8 pixel manipulation, but this seems to be problematic I''ve done the following: D3DDev8.GetBackBuffer(.., 0, Surface); // gets the surface, works Surface.GetDesc(surfDesc); // works Surface.LockRect(surfRect, nil, 0); // returns an error The surface descriptor says the surface is the current render_target (great) and seems generally right, except that the "size in bytes" is 0. And this although I do 3D renders and font writing to the surface as well. I don''t get it. Help Anywhere? thanks

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