Original Post
Okay, what I've been trying to do is create my own custom font by the way of loading a bitmap with all of the letters etc into an offscreen surface, storing the coordinates for each letter, and then copying the letters when needed to a given texture. I create the texture, which contains another image file, and I use GetSurfaceLevel and D3DXLoadSurfaceFromSurface to copy the font from the font surface to the texture. My textures are set to use pure white as their transparent color. When I copy the surface to the texture surface, it copies the transparent white from the font over the other image in the texture. Is there a way to set the white pixels to transparent (NOT transparent black) before I copy them to the texture surface?