Thanx..

After a little research i found out that it is better to not always use the backbuffer format for textures.
Since the backbuffer doesnt need an alpha channel, you shouldn't give it one.

Okay this is how i've done it (so far):

In 32bit mode:

Initalize the device using D3DFMT_A8R8G8B8.
Textures also use D3DFMT_A8R8G8B8.

In 16 Bit mod:

Initalize the device using D3DFMT_R5G6B5.
Textures can be initalized using D3DFMT_A1R5G5B5 Or D3DFMT_A4R4G4B4. This depends on whether the user/gamedeveloper wants an alpha-channel in the texture.

If anyone has some tips ore suggestions, please tell me.

I didn't wrote a conversion routine yet. Its late (in holland 9:45 PM) so i won't write it today.
But i will try tomorrow.

If any of you guys has one, please post it :razz: