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### #ActualTom KQT

Posted 11 May 2012 - 09:20 AM

I think you wanted this setting:
d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);


That's the right way to tell the device to use alpha as the blending factor.
You are using the color in your code and that's why you never get fully opaque model - it would be fully opaque only for white color which has all channels equal to 1.0

### #1Tom KQT

Posted 11 May 2012 - 09:16 AM

I think you wanted this setting:
d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

That's the way to tell the device to use alpha as the blending factor.
You are using the color in your code and that's why you never get fully opaque model - it would be fully opaque only for white color which has all channels equal to 1.0.

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