TGA Alpha channel and D3D

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1 comment, last by BeRSeRKeR[DGT] 23 years, 9 months ago
Hi all. As I say some days ago, I''m porting a OpenGL font class to D3D. Now that I solved the orthographic projection question, I have a texturing problem. I use for the font class the BigChars.TGA char set from q3a. If you see this image, it contains only the alpha channel but is 32 bits data..ok. I have the quad (2 triangle strip) where the texture must be set. The color of the quad is the color of the character. But how can I configure the D3D stages to blend this TGA alpha channel on to the quad?...I don''t know I you understand me (my english is very horrible)...the alpha channel black part mast be transparent and the white part must be blended on to the quad with the quad color. Do you understand me?? ;-(....ah!!, the texture coordinates are set correctly. Thanks a lot.
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Read this:

Direct3D: Setting the Alpha Source

- WitchLord

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Ok, thank you..I go to read the article.

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