   particle textures not working
  ok heres the important part of my render function:V(device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE));V(device->SetRenderState(D3DRS_ALPHABLENDENABLE,  TRUE));V(device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO));   V(device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE));V(device->SetRenderState(D3DRS_POINTSPRITEENABLE,true));   V(device->SetRenderState(D3DRS_POINTSCALEENABLE,true));V(device->SetRenderState(D3DRS_POINTSIZE,*((unsigned long*)&f)));   V(device->SetRenderState(D3DRS_POINTSIZE_MIN,*((unsigned long*)&f)));V(device->SetRenderState(D3DRS_POINTSCALE_A,0));   V(device->SetRenderState(D3DRS_POINTSCALE_B,0));V(device->SetRenderState(D3DRS_POINTSCALE_C,*((unsigned long*)&f)));V(device->SetStreamSource(0,buffer,0,sizeof(PARTICLE_VERTEX)));V(device->SetFVF(PARTICLE_FVF));V(device->SetTexture(0,texture));V(device->DrawPrimitive(D3DPT_POINTLIST,0,numAlive));This is part of a particle system Im working on.  Right now I just throw all the particle positions into a vertex buffer and then render it.  The problem is they are just showing up as white squares.  The texture I loaded is a red circle.  I tried a lot of different combinations of alpha blending (including just turning it off) but either I get nothing (they show up as the background color) or I get white squares.  Anyone got any ideas what could be wrong?  Im using the V() macro for all my api calls and since I got no errors Im assuming the texture loaded ok.   
  Well, problem one is that you're using ZERO for the dest blend function, which means that your particles will overwrite whatever is behind them. Typically, that's not what you want -- you typically want ONE or INVSRCALPHA for your dest function.However, that's not the reason you're getting a white square -- that's something else, such as not setting the texture stage states right -- are you using MODULATE for colorop and TEXTURE/DIFFUSE as the color arg 1 and arg 2, and DISABLE as the second stage color op?;  I wasnt before but I added the following and it still shows white squares:    device->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );    device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );    device->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );    device->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );and I know I got the alpha blend stuff wrong I was playing around with it trying to get it to work.   ;  comon Im going crazy here.  Does anyone know whats wrong with this?  Ive been searching google for hours and so far all Ive found is reasons why what I wrote should work...   ;  Do it with a pixel shader using :VPOS and :PSIZE in the vertex shader (so u can pass the size into the pixel shader).   ;  thanks for the help, turns out Im just a dumbass.  there was a loophole I didnt notice which allowed the texture to go unloaded.   