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g_pD3DDevice->SetRenderState (D3DRS_LIGHTING,false);
g_pDirect3D->SetTransformMatrix (Matrix);
g_pD3DDevice->SetTexture (0,Dot3Texture);
g_pD3DDevice->SetTextureStageState (0, D3DTSS_TEXCOORDINDEX, 0 );
g_pD3DDevice->SetTextureStageState (0,D3DTSS_COLOROP ,D3DTOP_DOTPRODUCT3 );
g_pD3DDevice->SetTextureStageState (0,D3DTSS_COLORARG2 ,D3DTA_TEXTURE);
g_pD3DDevice->SetTextureStageState (0,D3DTSS_COLORARG1 ,D3DTA_TFACTOR );
//Licht "von vorne"
g_pD3DDevice->SetRenderState (D3DRS_TEXTUREFACTOR,VectortoRGBA (&D3DXVECTOR3 (0,0,1),0));
g_pD3DDevice->SetTexture (1,Texture);
g_pD3DDevice->SetTextureStageState (1,D3DTSS_TEXCOORDINDEX, 1 );
g_pD3DDevice->SetTextureStageState (1,D3DTSS_COLOROP ,D3DTOP_MODULATE);
g_pD3DDevice->SetTextureStageState (1,D3DTSS_COLORARG2 ,D3DTA_TEXTURE);
g_pD3DDevice->SetTextureStageState (1,D3DTSS_COLORARG1 ,D3DTA_CURRENT);
g_pD3DDevice->SetFVF (V_VertexFormat);
g_pD3DDevice->DrawPrimitiveUP (D3DPT_TRIANGLESTRIP,2,Verticies,sizeof (S_SpriteVertex));
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