I doubt he ' d play in both games . Sure , he ' s a workhorse but Kinkaid has proven to be a capable backup this year . unlike somee . g . Zatkoff <| sep |> one stupid man wouldn ' t let me serve him as he wanted to be served by a lady <| sep |> I hear you . We Canadians get the short end of the stick when it comes to deals and offers . i 3 should be fine , but again , i 5 opens up more possibilities later down the line . <| sep |> Ah , I was using two surfaces and two buffers thinking I need to compare them . I had the preexisting object ' s surface already , then created a blank one , saving each to a different buffer , then I thought I could compare them . I had the alignment at 1 at first but saw that in the buffercreate info page it said 16 bit integers would need to be set to 2 . I set it back to 1 . I ' m running draw clear alpha at the create of every surface . So , I ' m kind of confused in this . So I would need to keep the same surface through the life of the object ? Because I destroy the original surface within the create event after I generate the shape and run a few shaders on it . Then I convert it to a sprite . Would I need to create the original surface and while it ' s blank get the hash , and then every time it gets hit , check the hash again and see if it ' s the same as the original hash again ? Also , I have much different sized surfaces , should the hash be coming up as different lengths at least for the different sizes , right ? Edit Using it like that , I still get the exact same hash from the surface when it ' s empty vs when I have something drawn to it .