Original Post
Alright, here is a topic that has me banging my head against the wall. I have seen many snippets of code that uses primary and secondary buffers in conjunction with color keys to acheive transparency. I, however, am already rendering all of my sprites by using the pD3Ddevice->stretchRect(); In which I pass the source and destination RECT and the surface containing the image to be drawn. I have tried many different areas to find a place to set color keys or rendering states that would allow for sprite transparency. I am using directX 9.0 SDK and have a completely up to date system. Any ideas?