Ready Code :
fChamsz = fChams = D3DCOLOR_ARGB(140, 0, 255, 0);
bChamsz = bChams = D3DCOLOR_ARGB(140, 255, 0, 0);
if(m_Stride == 32)
{
DWORD dwReEnableZB = D3DZB_TRUE;
pDevice->SetTexture(0,chams_bcolor);
pDevice->GetRenderState(D3DRS_ZENABLE, true);
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,chams_fcolor);
}