Textures can also be rendered directly, as visuals. Textures used this way are sometimes known as decals, a term adopted by Retained Mode. A decal is rendered into a viewport-aligned rectangle. The rectangle can optionally be scaled by the depth component of the decal's position. The size of the decal is taken from a rectangle defined relative to the containing frame by using the IDirect3DRMTexture::SetDecalSize method. (An application can retrieve the size of the decal by using the IDirect3DRMTexture::GetDecalSize method.) The decal is then transformed and perspective projection is applied.
Decals have origins that your application can set and retrieve by using the IDirect3DRMTexture::SetDecalOrigin and IDirect3DRMTexture::GetDecalOrigin methods. The origin is an offset from the top-left corner of the decal. The default origin is [0, 0]. The decal's origin is aligned with its frame's position when rendering.