I've attached the first project, DX8Test. It contains 3 samples, based loosely on the MS tutorials that came with the SDK.
Of note are the following:
1. It ONLY utilizes VertexBuffers. I will post my sample that uses DrawPrimitiveUP tomorrow.
2. The texture sample has a bit of "extras" in it. At the very bottom of the form's source, you'll see the ResetDevice function. You can read the comment but it basically talks about how to get around .NET's non-deterministic finalization. I wish there were a better way for that, but I can't find it
The main form just launches one of three sample forms. The first, triangletest, shows a simple triangle with each corner a different color. The second shows a rotating cube. The last shows a rotating, textured cylinder with the aforementioned ability to reset the managed objects (the texture and the vertex buffer).
The alternative is to create all objects in the managed pool (change D3DPOOL_DEFAULT to D3DPOOL_MANAGED). This also means you'll have to create the texture using CreateTextureFromFileEx instead of CreateTextureFromFile since the Ex version allows you to specify the pool for the texture.
Have fun!
-ner