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texture: degrees of transparency


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#1 JohnyCage   Members   -  Reputation: 122

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Posted 19 January 2012 - 03:11 AM

hi dudes.,

how can i start to use 256 degrees of transparency on my textured objects? I use following lines of code:

texture512 = Texture.FromFile(d, "1.png", 512, 512, 1, Usage.None, Format.A8R8G8B8, Pool.Managed, Filter.Triangle, Filter.Triangle, Color.FromArgb(255, 255,  0, 0).ToArgb());
.
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device.SetRenderState(RenderState.AlphaBlendEnable, true);
device.SetRenderState(RenderState.SourceBlend, SlimDX.Direct3D9.Blend.SourceAlpha);

device.SetRenderState(RenderState.AlphaTestEnable, true);
device.SetRenderState(RenderState.AlphaRef, 0x01);
device.SetRenderState(RenderState.AlphaFunc, SlimDX.Direct3D9.Compare.Always);

Attached picture can describe better my problem. Black places are not mixed by yellow background.

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  • ukazka.jpg


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#2 JohnyCage   Members   -  Reputation: 122

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Posted 19 January 2012 - 03:23 AM

attached better picture.

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  • ukazka.jpg


#3 Evil Steve   Members   -  Reputation: 1946

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Posted 19 January 2012 - 08:00 AM

You need to set the destination blend type too. Something like:
device.SetRenderState(RenderState.DestBlend, SlimDX.Direct3D9.Blend.InvSourceAlpha);
I'm not sure what the SlimDX state names are, but you want to set the destination blend to inverse source alpha.

Steve Macpherson
Senior programmer, Firebrand Games


#4 JohnyCage   Members   -  Reputation: 122

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Posted 19 January 2012 - 08:52 AM

You need to set the destination blend type too. Something like:

device.SetRenderState(RenderState.DestBlend, SlimDX.Direct3D9.Blend.InvSourceAlpha);
I'm not sure what the SlimDX state names are, but you want to set the destination blend to inverse source alpha.


y, its right answer, thanks.




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