CODE
if (FAILED(D3DXCreateTextureFromFile(g_pd3dDevice, "D:\\Media\\test.bmp", &m_BGTexture)))
{
OutputDebugString("Error: Could not Initialize Texture!");
}
Rendering:
CODE
VOID Render()
{
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0L );
// Begin the scene
g_pd3dDevice->BeginScene();
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE);
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->SetTexture(0, m_BGTexture);
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
// End the scene
g_pd3dDevice->EndScene();
//Present
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}