Jump to content
  • Advertisement
Sign in to follow this  
MrDoomMaster

IDirect3DDevice9::Clear() ... Does not use Alpha?

This topic is 4682 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey guys. In my 2D game, I have a bitmap blittered on the screen. Using my fading algorithm, I need to be able to fade from this bitmap to a black screen. Here is the steps I use: 1) Blitter my background bitmap 2) Call Clear() The starting ARGB value for my fading is (0, 0, 0, 0) and the ending color is (255, 0, 0, 0). This is Transparent black to Opaque black. This does not work, however. It is pure black no matter what alpha value I'm using. Any way to make the Clear() function use Alpha, so that I can see pixels UNDER the clearing? Thanks

Share this post


Link to post
Share on other sites
Advertisement
Understand that you need to redraw your scene each frame... Endurion means that you need to render your scene, then a large (screen-size) quad with alpha, then repeat, except with less and less alpha.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!