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Alpha Blending

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I have two faces, and let''s say each one has a fireball texture. I want them both to blend in, but the problem is that when I do it in directX, I need to know which face is in the back, otherwise it doesnt blend the face correctly (eg, if I draw the one in the front first and then the one in the back). How do I fix this problem?

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I''m not sure if I understand your question properly, but you may be talking about a z-buffer issue when alpha polys overlap.

In the engine for my next book I turn off z-write capability when drawing the trees for the RTS game example. This puts the trees in the proper place Z-wise but also allows them to blend together.

Use the following to turn off z-write:

pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );

You can then turn it back on after your alpha polys are done with:

g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );

Sorry in advance if that is not what you are asking.

Author, Multiplayer Game Programming

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