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Easy Color Keying in D3D

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I'm writting a tile-based game using D3D in C#. I've got a single layer tilemap displaying and it works great. Now I'm trying to display tiles with transparent sections on top of the single layer. If I were using DirectDraw, I would just specify black as the color key and any black in the original image wouldn't be drawn. Is there a magical combination of source and destination render ops that I can set in D3D that will make the color black in the source texture transparent when rendered? I know I can always get this to work by adding alpha channels in all my imagery, either with a paint program or at runtime. But I'm looking for something quick and easy. Regards

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Look at the D3DXCreateTextureFromFileEx() function - it has a ColorKey parameter that does exactly what you want. Remember, to make a D3DCOLOR, you can use the D3DCOLOR_ARGB() macro (there are others that are similar, as well).

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