Original Post
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Before, I had a nice abstraction over DirectDraw 7.0, with lots of things, and allowed you to lock the backbuffer and use GDI if it didn''t have something.
However, I added some debugging statements, and it stopped drawing graphics. I removed the dubugging information, and it was still broken. So I re-put the debugging stuff in(except this time I used the RTF logger I found in an article on gamedev.net), and it reported everything was drawing okay, which it wasn''t.
I rewrote it to use DirectX 9.0, using textures and ID3DXSprite, but textures only support sizes with powers of 2.
I still have textures, but if a picture has a non-power of 2 size, I load it into a IDirect3DSurface9 instead, so it''ll hopefully work.
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I need to know how to copy the picture in the IDirect3DSurface9 into a backbuffer, so I''ll be able to use non-power of 2 pictures.