Your application can control the mode that is used to blend textures onto the surfaces of primitives. Applications that use texture handles set the texture blending state by invoking the IDirect3DDevice3::SetRenderState method and passing the enumerated value D3DRENDERSTATE_TEXTUREMAPBLEND as the first parameter. Pass a value from the D3DTEXTUREBLEND enumerated type as the second parameter.
Applications that use texture interface pointers set the texture blending state in the blending stages associated with the set of current textures. For more information, see Multiple Texture Blending.