In fact, I thought the utilisation of D3DTA_ALPHAREPLICATE didn't allow me to use vertex color but rather SRCBLEND=D3DBLEND_ONE. If (for example) I want to change only the alpha of the texture, can I use a another method that modulate the AlphaOp ?
I thought to use D3DTA_TFACTOR (or D3DTOP_BLENDFACTORALPHA) with D3DRS_TEXTUREFACTOR like this :
[source lang="vb"] D3DDevice8.SetRenderState D3DRS_TEXTUREFACTOR, D3DColorRGBA(255, 255, 255, 100) ' Alpha = 100 for example. D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE Or D3DTA_TFACTOR D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT[/source]
But the operation seem to work with the black transparent texture.
Edit : Finally I'll see it later, this is not essential for my project, my biggest problem is already solved and I thank you again for that.

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