When i use AlphaToCoverage blendstate i get some bug . I found the alpha texture edge has white edge,like leaf.
finally I find when the alpha texture render without Opaque blendstate the texture's has one black rectange with the
valid pixel in other program. But In my program when I use opaque blendstate it's don't have that black rectange it's whole white. So i think if I can solve why the texture lost the black Rectange.I can solve this problem.
Who konw this is Why？ Thank you very much.
I use WPF render host with SharpDX(DirectX11) do this.
var atcDesc = new BlendStateDescription
AlphaToCoverageEnable = true,
IndependentBlendEnable = false,
atcDesc.RenderTarget.IsBlendEnabled = false;
atcDesc.RenderTarget.RenderTargetWriteMask = ColorWriteMaskFlags.All;
AlphaToCoverageBS = new BlendState(device, atcDesc);
I found AlphaToCoverage Can't render correctly in a RenderTaget. It is only correct render in the swapchain directly.So It means I can't uese any PostProcess Effect like HDR. Who know if this problem can solve.
Edited by GL3336563, 02 July 2014 - 11:18 PM.