Texture transparency using Direct3D Sprite class
I am having trouble getting texture transparency to work using the Direct3D Sprite class. I have tried different file formats for the images. I have tried file formats that include the aplha channel and ones that don't. No matter how I try, the alpha channel is ignored.
Here is a sample of the code I am using:
xTmpTexture = TextureLoader.FromFile(GrafixEnv.Device, sTextureName, 0, 0, 1, 0, Direct3D.Format.A8R8G8B8,Direct3D.Pool.Managed, Direct3D.Filter.None, Direct3D.Filter.Point, 0, ref dxImageInfo);
this.m_iWidth = dxImageInfo.Width;
this.m_iHeight = dxImageInfo.Height;
//* Begin the drawing sequence
this.m_dxSprite.Begin(Direct3D.SpriteFlags.None);
//* Draw the sprite
this.m_dxSprite.Draw( (Direct3D.Texture)this.m_dxTexture, srcRect, new DirectX.Vector3(0, 0,0), this.m_v3Position, System.Drawing.Color.White.ToArgb());
this.m_dxSprite.End();
Is there some render state I need to set or is there something I am forgetting to do?
For the Sprite flags you might want to try passing AlphaBlend (can't recall exact name, but it's in the docs).
Basically, it's being ignored because you specifically told it to by passing None. Fix that up and you should be good to go.
Basically, it's being ignored because you specifically told it to by passing None. Fix that up and you should be good to go.
I believe that when you call ID3DXSprite::Begin(), you need to specify the D3DXSPRITE_ALPHABLEND flag. The correct Managed syntax for this would be:
m_dxSprite.Begin( SpriteFlags.AlphaBlend );
This will automatically enable all of the alpha-blending renderstates that you need.
m_dxSprite.Begin( SpriteFlags.AlphaBlend );
This will automatically enable all of the alpha-blending renderstates that you need.
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