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// Vertexformat und Texturen setzen, RenderSates für AlphaBlending aktivieren
tbDirect3D::SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX2);
tbDirect3D::SetTexture(0, m_pRadarTex);
tbDirect3D::SetTexture(1, pRadar2Tex);
tbDirect3D::SetRS(D3DRS_ALPHABLENDENABLE, TRUE);
tbDirect3D::SetRS(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
tbDirect3D::SetRS(D3DRS_DESTBLEND, D3DBLEND_DESTALPHA);
tbDirect3D::SetRS(D3DRS_BLENDOP, D3DBLENDOP_ADD);
// Die zweite Texturschicht benutzt die Texturkoordinaten der ersten.
tbDirect3D::GetDevice()->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
tbDirect3D::GetDevice()->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
tbDirect3D::GetDevice()->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT);
tbDirect3D::GetDevice()->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
tbDirect3D::GetDevice()->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
tbDirect3D::GetDevice()->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
tbDirect3D::GetDevice()->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
tbDirect3D::GetDevice()->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD);
tbDirect3D::GetDevice()->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
tbDirect3D::GetDevice()->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE);
tbDirect3D::GetDevice()->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_ADD);
tbDirect3D::GetDevice()->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
tbDirect3D::GetDevice()->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
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