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ParanoiaComplex

Problem with particle system

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My particle system As you can see, my particle system doesn't blend. Anyone help me out here? I've tried and pulled my hair out for a long time about this. Should I just go to pointsprites, or is refilling the vertex buffer too costly each time for a large particle system? Am I using the right particle sprite too? Rendering code
		// Enable alpha blending
		// Turn it on
		g_pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); 
		g_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); 

		g_pD3DDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
		g_pD3DDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA); 

		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); 
		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); 
		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); 
		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 ); 
		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); 

		// Render all at once
		do
		{
			// Set the rectangle
			out.left = pCurrent->xPos;
			out.top = pCurrent->yPos;
			out.right = out.left + 32;
			out.bottom = out.top + 32;

			// Blt it using the global sprite engine
			test->BltSpriteEx(&out, NULL, NULL, D3DCOLOR_RGBA(255, 255, 255, 230), 0, NULL);
			pCurrent = pCurrent->pNext;

			count++;
		} while(pCurrent);

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Hey man, try this:

pDirect3D->GetDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
pDirect3D->GetDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
pDirect3D->GetDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);

Hope it helps.

~burst

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