   Gah, more n00b questions :P (Texture create fails)
  Bitmap background = new Bitmap( "C:\\Documents and Settings\\Jens\\My Documents\\Visual Studio 2005\\Projects\\tclone\\playfield.bmp");    playfieldTexture = new Texture(device, background,Microsoft.DirectX.Direct3D.Usage.None, Microsoft.DirectX.Direct3D.Pool.Default);Gives me invalid call exception on the new Texture line, the device and Bitmap objects are properly initialized and working...this cause I cant use a bmp as a texture? (I thouhgt you could).   
  replying to myself...someone care to explain why  string file = "C:\\Documents and Settings\\Jens\\My Documents\\Visual Studio 2005\\Projects\\tclone\\playfield.bmp";  Bitmap background = new Bitmap( file);    playfieldTexture = new Texture(device, background,Microsoft.DirectX.Direct3D.Usage.None, Microsoft.DirectX.Direct3D.Pool.Default);gives an invalid call exception, while  string file = "C:\\Documents and Settings\\Jens\\My Documents\\Visual Studio 2005\\Projects\\tclone\\playfield.bmp";  playfieldTexture = TextureLoader.FromFile(device, file);works finekinda wierd to me....   ;  And, just to keep talking to myself.. :Pthe above code seems to only load about half of the 800x600 texture !?! I had to put this in to get my whole texture:  playfieldTexture = TextureLoader.FromFile(device, file, 800, 600, 24, 0, Microsoft.DirectX.Direct3D.Format.Unknown, Microsoft.DirectX.Direct3D.Pool.Default, Microsoft.DirectX.Direct3D.Filter.None,Microsoft.DirectX.Direct3D.Filter.None,0);;  did u think that they might be other ppl tutorials and not his own   ;  if you want someone to reply try explaining what are you using ( ENGINE , Classes ) cuz that code doesn't look like its directx's   ;  no engine, C# and Managed DirectX   