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drawing .dds textures with alpha channel

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Hi all, I have a question concerning the .dds file format and its alpha channel. When I load my .dds texture (saved WITH alpha channel!) and draw it to a sprite, the transparent areas are white. How can I get the alpha channel in my program to get transparent areas? Thanks for your answers.

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Have you enabled alpha blending?

pDev->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
pDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); // color * alpha
pDev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); // +
pDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);// buffer * 1-alpha

I think the default TextureStageStates will use the alpha from your texture. If you've changed those states, make sure your alpha stages get the texture's alpha. For example:

pDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); // tex
pDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); // *
pDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); // lighting

pDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // tex alpha
pDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); // *
pDev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); // material or vertex alpha

pDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); // end
pDev->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); // end

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First of all: thanks for your answers =)

@51mon: I already saved my textures as A8R8G8B8 (DXT5)

@Namethatnobodyelsetook: Sorry we use C#. My Coder said that AlphaBlend IS enabled:

D3D_Device.RenderState.AlphaBlendEnable = true;

At texture loading he just uses the TextureLoader.FromFile(Device, PathToTexture) Method without any special parameters.

But we found a method to hide a color and I will replace the alpha channel with magenta to get a transparent background.

Although thanks for your efforts.

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