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Making a Surface Transparent

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I have a bitmap for crosshairs that I am drawing to the screen using a "LPDIRECT3DSURFACE9" device. I got the backbuffer and loaded the surface with a transparency color. The only problem is when I draw it, no matter what the transparency color is, the part that should be transparent turns up black and blotches out all of the geometry behind it. How can I make it transparent?

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Oh. I didn't know you could do that with surfaces. Ok thanks I'll try it.

EDIT:

I just tried it and it doesn't change the results. Here is my code:

//Draw the HUD
g_pD3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
g_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pD3DDevice->SetRenderState(D3DRS_ALPHAREF, 0x01);
//-/Target
crossRect.top=height/2-16;
crossRect.left=width/2-16;
crossRect.bottom=height/2+16;
crossRect.right=width/2+16;
g_pD3DDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &backbuffer);
g_pD3DDevice->StretchRect(cross, NULL, backbuffer, &crossRect, D3DTEXF_NONE);
//Done rendering HUD
g_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pD3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);

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Sorry big misunderstanding. I thought you use the surface interface to fill a texture and then render a quad as this is the more correct way to render something.

StretchRect should only used in some special cases and not for rendering a HUD.

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Oh. Okay. What should I use then? I was going to use sprites but they didn't seem right because the coordinates were in 3d and it seemed like it would be too hard to calculate a D3DXVECTOR3 for each HUD element. If you are supposed to use a sprite, how do I do it?

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Quote:
Original post by Programmer101
Oh. Okay. What should I use then? I was going to use sprites but they didn't seem right because the coordinates were in 3d and it seemed like it would be too hard to calculate a D3DXVECTOR3 for each HUD element. If you are supposed to use a sprite, how do I do it?
Personally, I'd draw a series of textured quads (Same the D3DXSprite does, really) in screen space. You can do that by using transformed vertices (D3DFVF_XYZRHW if you're using the fixed function pipeline), or by using an orthogonal projection matrix (Which means the viewport will be like a CAD-style window where objects with a greater Z value aren't drawn smaller - See D3DXMatrixOrthoLH)

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