pDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_FALSE); pDevice->SetTexture(0, Green); pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); pDevice->SetTexture(0, Green);