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[MDX] Material Alpha Not Working

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Tearing my hair out over this one, perhaps someone can see something I'm missing here. The texture alpha is working just fine, but the material alpha isn't working at all. It sets the material color, but seems to be ignoring the alpha entirely. Any ideas?
#region Blending
Emitter.Device.RenderState.ZBufferEnable = false;

Emitter.Device.RenderState.SourceBlend = Direct3d.Blend.SourceAlpha;
Emitter.Device.RenderState.DestinationBlend = Direct3d.Blend.InvSourceAlpha;
Emitter.Device.RenderState.AlphaBlendEnable = true;

#region Material
this.material.Ambient = Color.FromArgb( 2, this.current_color );
this.material.Diffuse = Color.FromArgb( 2, this.current_color );
this.material.Emissive = Color.FromArgb( 2, this.current_color );
this.material.Specular = Color.FromArgb( 2, this.current_color );

Emitter.Device.Material = this.material;

Emitter.Device.Transform.World = DirectX.Matrix.Scaling( 1, 1, 0 ) * m;
Emitter.Device.VertexFormat = Direct3d.CustomVertex.PositionNormalTextured.Format;
Emitter.Device.SetStreamSource( 0, this.parent.VB, 0 );
Emitter.Device.SetTexture( 0, this.texture );

Emitter.Device.DrawPrimitives( Direct3d.PrimitiveType.TriangleList,
                               2 );

Emitter.Device.RenderState.AlphaBlendEnable = false;
Emitter.Device.RenderState.ZBufferEnable = true;

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I also couldn't get the material alpha to work, so if someone knows the 'official' solution, please feel free to post it here. I'm currently using the TextureFactor as a workaround for controlling the alpha in my rendering, like this:

[source lang=c#"]
device.TextureState[0].AlphaOperation = TextureOperation.Modulate;
device.TextureState[0].AlphaArgument1 = TextureArgument.TFactor;
device.TextureState[0].AlphaArgument2 = TextureArgument.TextureColor;
int alpha = 128; // alpha [0;255]
alpha = alpha << 24;
device.RenderState.TextureFactor = alpha;

Now that I think of it, maybe when you use TextureArgument.Diffuse as AlphaArgument1 it will use the alpha component in the materials diffuse color. I don't have time to check this, but if it works for you please let me know.

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Well, changing the light's diffuse alpha didn't work, but using your TextureState method did! I don't care if its a work around at this point, it works :) Anyway, you were correct in that it took AlphaArgument1 being TextureArgument.Diffuse. Thanks!

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