   Tile Engine not working... if your bored, DL it and help
  OK, so ive been working on this all day... and im not really sure whats wrong.  I stripped all the extra's out and tried just the tile engine.... so it may be kinda ugly.  But is easier to follow.  I still can't figure it out however.I was going to write some things that i think are wrong... but honestly i have no idea :-) I used an example.. and its very similar the sprite->draw is different cause this is directX9 and that was 8.  This was my first time using sprite so maybe thats the problem.  I am pretty sure I set up DirectX and camera correctly.  I am pretty sure all the math is right... ive gone over that several times... but you never know.  It compiles and Runs I just don't see my tiles.anyways... if your bored and want to download it and help me out that would be great :-)  I feel bad for even posting this but I honestly don't know what else to do with this except start from scratch and use another example or just try to throw squares on the screen without sprite.http://www.nstark.com/Game/Tile%20Engine.zip(C++ and DirectX9, compiled with Visual Studios 2005 Pro)Thanks for your help in advance. Oh if you want to message me im Thors1982 on aim.   
  I tweaked your code a bit but I didn't get it to work as you had intended. But even so I think that I can at least point you in the right direction so that the effort isn't wasted.I added a call to g_pd3dDevice->Clear(...) before ->BeginScene() so that you're screen isn't filled with junk after every frame. You can set a clear color so that everything behind your objects is a blanket color, (i.e. red, green, black, blue, or another D3DXCOLOR(...) value).If I had more time to look into this I'd start by looking into orthographic projections or textured geometry with a static camera. To me that's a bit more straight forward. Here are a few tutorials that show you how to set that up:(The code is pretty similar for d3d9, you'll have to port it so be prepared to fix a few syntax related items on the first compile (refer to www.msdn.microsoft.com/library for info or your SDK docs))http://www.andypike.com/tutorials/directx8/As for textured geometry, in my opinion it gives you more latitude in terms of what you can accomplish. You can mix your tiles with other 3d geometry, or you can  set it up in such a way that it mimics older style games that appear isometric.   ;  { Edited -> double post: the one above is actually mine }   