   Alpha square
  I have a very silly problem, I took the "Programming a Multiplayer FPS in DirectX" And I'm changing somethings. The Engine does everything ok. the problem is that I want to draw a square in front of the screen and have a little blend and color. I can get the square to work but it comes out gray. Now this is a newby question and I don't think there should be a problem cracking this. Here is some code:#ifndef CUSTOMFVF#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)#endif//-----------------------------------------------------------------------------// Custom Vertex Structure//-----------------------------------------------------------------------------struct CUSTOMVERTEX{    FLOAT x, y, z, rhw;// from the D3DFVF_XYZRHW flag.    D3DCOLOR diffuse;// The color of the vertex.};LPDIRECT3DVERTEXBUFFER9 t_buffer;VOID* pVoid;    // the void* we were talking aboutCUSTOMVERTEX m_filter[4];g_engine->GetDevice()->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX), 0 /*D3DUSAGE_WRITEONLY | D3DUSAGE_DONOTCLIP*/, CUSTOMFVF, D3DPOOL_MANAGED, &t_buffer, NULL);// Vertices.m_filter[0].x = 10.0f;m_filter[0].y = 10.0f;m_filter[0].z = 0.0f;m_filter[0].rhw = 1.0f;m_filter[0].diffuse = 0xffff0000;//D3DCOLOR_ARGB( a, r, 0, 0);m_filter[1].x = 100;//(float)g_engine->GetDisplayMode()->Width;m_filter[1].y = 10.0f;m_filter[1].z = 0.0f;m_filter[1].rhw = 1.0f;m_filter[1].diffuse = D3DCOLOR_ARGB( a, 0, g, 0);m_filter[2].x = 10.0f;m_filter[2].y = 100;//(float)g_engine->GetDisplayMode()->Height;m_filter[2].z = 0.0f;m_filter[2].rhw = 1.0f;m_filter[2].diffuse = D3DCOLOR_ARGB( a, 0, 0, b);m_filter[3].x = 100;//(float)g_engine->GetDisplayMode()->Width;m_filter[3].y = 100;//(float)g_engine->GetDisplayMode()->Height;m_filter[3].z = 0.0f;m_filter[3].rhw = 1.0f;m_filter[3].diffuse = D3DCOLOR_ARGB( a, 0, 0, b);t_buffer->Lock(0, sizeof(m_filter), (void**)&pVoid, 0);    // locks t_buffer, the buffer we made earliermemcpy(pVoid, m_filter, sizeof(m_filter));    // copy vertices to the vertex buffert_buffer->Unlock();    // unlock t_bufferg_engine->GetDevice()->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);g_engine->GetDevice()->SetStreamSource(0, t_buffer, 0, sizeof(CUSTOMVERTEX));g_engine->GetDevice()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);Now this is shameful, but please help me out.   
  Your Vertex Processing looks fine for me but I cannot see any code for the pixel processing.  You have to set a shader or setup the fixed function pixel processing pipeline, too.   ;  Got it. I had to putg_engine->GetDevice()->SetTexture( 0, NULL );   