I have blending set up the way I normally do (which has never caused problems in the past):
[source lang="cpp"]D3D11_BLEND_DESC omDescBlend;ZeroMemory( &omDescBlend, sizeof( D3D11_BLEND_DESC ) );omDescBlend.RenderTarget[0].BlendEnable = true;omDescBlend.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;omDescBlend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;omDescBlend.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;omDescBlend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;omDescBlend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;omDescBlend.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;omDescBlend.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;ID3D11BlendState* D3DBlendStateBlend = NULL;D3DDevice->CreateBlendState( &omDescBlend, &D3DBlendStateBlend );// ...D3DContext->OMSetBlendState( D3DBlendStateBlend, 0, 0xffffffff );[/source]
This is one of the lines that are being draw (no texture is applied to it) as it goes into the pixel shader:

And this is the code to the pixel shader:
[source lang="cpp"]struct VS_OUTPUT{ float4 position : SV_POSITION; float4 color : COLOR;};float4 psMain( in VS_OUTPUT f ) : SV_TARGET{ return f.color;}[/source]
So if the alpha sent to the pixel shader is 1 and the pixel shader returns the color it was given, shouldn't the returned pixel have an alpha of 1?
The only other thing that I have done differently from what I usually do is that I have depth testing disabled.