   D3D9  Sprites
  Hi all :)Im new to this forum but have been meaning to join for a while. Its helped me alot over the years.Im currently working with D3D9 and trying to get a sprite up on the screen. I've read alot about the power of two "requirement" for textures and im sure im having that problem.Im loading an image with D3DXCreateTextureFromFile (Its not a power of 2 image). And when using ID3DXSprite's Draw function it gets displayed distorted.I have found the interesting link: http://www.gamedev.net/reference/articles/article1972.aspIt talks about a work around to the problem. I've read through the article and downloaded the source. The solution is not obvious. I saw the code where the texture’s size is received however at that point it has already been scaled to a power of two.Is the solution simply creating a 2d quad and applying a texture to it, as opposed to direct ally Draw()ing a sprite to the screen?What are the benefits of applying a texture to a 2d primitive? Simply drawing seems like less hassle so there must be a reason not to do it.I hope that is a clear explanation.Regards,Dan   
  Typical :)... After spending hours searching i post, 5 min later i find an answer.Using D3DXCreateTextureFromFileEx with D3DX_FILTER_NONE.http://www.gamedev.net/community/forums/topic.asp?topic_id=209566I would stil be very interested as to why someone would create the 2d primitive and texture that as opposed to just Draw()ing a sprite?Regards,Dan   