Original Post
Using DirectX 9 SDK December 2004 I'm trying to get a sprite to blit itself to the screen. However, even though the code seems to be ok, nothing shows up. I've done away with background images, which just leaves the original blue surface that comes up when I call pd3dDevice::Clear. So here's the code: void Render(void) { if( NULL == pd3dDevice ) return; // Clear the backbuffer to a blue color pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0); IDirect3DSurface9* backbuffer = NULL; HRESULT hResult = pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &backbuffer); //SPRITE CODE D3DXCreateTextureFromFile(pd3dDevice,"./Mario",&pTexture); D3DXCreateSprite(pd3dDevice, &pSprite); RECT rSource; rSource.top = 0; rSource.bottom = 54; rSource.left = 0; rSource.right = 32; D3DXVECTOR3 vCenter ( 0.0f, 0.0f, 0.0f); D3DXVECTOR3 vPos (0.0f, 0.0f, 0.0f); pSprite->Begin( D3DXSPRITE_ALPHABLEND ); pSprite->Draw(pTexture, &rSource, &vCenter, &vPos, 0); pSprite->End(); // Present the backbuffer contents to the display pd3dDevice->Present(NULL, NULL, NULL, NULL); } My first assumption is that maybe my problem has something to do with lack of reference to the backbuffer on the ::Draw function, however I haven't found a suitable replacement. Also keep in mind that I've also tried this with the D3DXCreateTextureFromFileEx to no avail. No idea what's going on. anyone have any ideas?