   Texture loading questions
  This is kind of a cross-post from the beginners forum, but I figured I might get a better answer in here since you guys might not check the beginners forum - also, this is very dx / d3d rellated.So, I need to load a texture to use as a background for my application - its stored in a 800x600x24 bmp file.First try:  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);this gives an invalid call exception - which boggles me - so I guess that's question 1 ;)So, then I browse through the turorial, and end up using this code:  string file = "C:\\Documents and Settings\\Jens\\My Documents\\Visual Studio 2005\\Projects\\tclone\\playfield.bmp";  playfieldTexture = TextureLoader.FromFile(device, file);Now, this works, but then I try to render the texture (using the sprite.draw2d method), i get half the texture, scaled to fit to 800x600....So, looking at the docs for TextureLoader.FromFile, it says that it should read the dimensions from the file - so I spend a while fiddling with the draw method, thinking that I'm doing something wrong there with scaling.But, regardless of what I do, not more than "half" the texture shows up (top left 400x300, roughly, pixels).So, I grow desperate and modify the texture loader:  string file = "C:\\Documents and Settings\\Jens\\My Documents\\Visual Studio 2005\\Projects\\tclone\\playfield.bmp";  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);...and behold, I now see the whole 800x600 texture!So, questions for you guys:1) Why didn't my first piece of code work?2) Is TextureLoader.FromFile bugged, or was I doing something wrong?cheers!   
  When you create the Bitmap, is it returning valid?  Also, try Pool.Managed instead of default.  Something is bugging me that Managed is required for textures...I'm not sure about the TextureLoader problem.  That's odd looking.  Do you have any black lines that run vertically and horizontally through your texture in the middle?  Maybe they have some kind of border detection in there?  *shrugs*  It's a long shot.  :)   ;  bitmap loaded fine in the first code.and LoadTexture returned a perfect texture, just that it dont load it whole.   ;  I did it, I had to use another surface to seperately apply effects to and then blend the surfaces. Perfect! Thanks for help people.   