   modifying texture and render 2D graphics by sprite
  Hello everyone,I am trying to render some 2D graphics by using ID3DXSprite. But the only graphic format available for me is HBITMAP, so i try to load the graphics by directly copying into locked texture. However after loaded the graphics my window shows only white( I was setting background to gray) , and I try to dump the loaded texture by D3DXSaveTextureToFile, the result is the same graphics except upside-down. So I wondering if I missed some procedure or if there is better way to load HBITMAP into texture.This is my loading codevoid * buff = malloc( size.x * size.y * 4);BITMAPINFO BitInfo;ZeroMemory(&BitInfo, sizeof(BITMAPINFO));BitInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);HDC screenDC = CreateDC ( TEXT("DISPLAY"), NULL, NULL, NULL );GetDIBits( screenDC, hBitmap, 0, 0, NULL, &BitInfo, DIB_RGB_COLORS);BitInfo.bmiHeader.biBitCount = 32;BitInfo.bmiHeader.biCompression = 0;BitInfo.bmiHeader.biSizeImage = size.x * size.y * 4;GetDIBits( screenDC, hBitmap, 0, size.y, buff, &BitInfo, DIB_RGB_COLORS);D3DXCreateTexture( D3DDevice, size.x, size.y, 0, D3DX_DEFAULT, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &texture);D3DLOCKED_RECT locked;texture->LockRect( 0, &locked, NULL, 0);Decoded32bitARGB *pDst = reinterpret_cast< Decoded32bitARGB* >( locked.pBits );BYTE * pSrc = reinterpret_cast< BYTE *>( buff);DPitch = locked.Pitch/4;int k=0;for (int i=0; i<size.y; ++i){for (int j=0; j<size.x; ++j){pDst[i*DPitch+j].A = *(pSrc+k); k++;pDst[i*DPitch+j].R = *(pSrc+k); k++;pDst[i*DPitch+j].G = *(pSrc+k); k++;pDst[i*DPitch+j].B = *(pSrc+k); k++;}}texture->UnlockRect( 0);free( buff);and this is my code for rendering by spriteD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(128, 128, 128), 1.0f, 0);D3DDevice->BeginScene();if( NULL != sprite){if( SUCCEEDED( sprite->Begin( D3DXSPRITE_ALPHABLEND ) ) ){if( NULL != texture){sprite->Draw( texture, NULL, NULL, NULL, 0xFFFFFFFF);}sprite->End();}}D3DDevice->EndScene();D3DDevice->Present( NULL, NULL, NULL, NULL);