QUOTE
//Initializing code
ID3DXSprite *pScreenSprite;
tells the compiler to use the heap memory
D3DXCreareSprite(m_pd3dDevice, &pScreenSprite);
allocate memory for a picture
IDirect3DTexture8 *pTex = D3DXCreateTextureFromFile(m_pd3dDevice, "D:\\Media\\Image.jpg", &pScreenSprite);
I assume this is what loads the picture into memory although I don't understand it
//Rendering Code
pScreenSprite->Begin();
begin being a function, or C++ code I dont know
pScreenSprite->Draw(pTex, NULL, NULL, NULL, 0.0f, &D3DXVECTOR2(100.0f, 100.0f), 0xffffffff);
null=0 I assume, and it is the co-ordinates for making a square, dunno about the rest
pScreenSprite->End;
stop writing to the screen