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Material alpha without lighting

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Hi, I was wondering if it is possible to get material alpha blending to work without enabling lighting. Basically, it seem that the material colors provided get completely ignored unless lighting is enabled. But I am trying to render an interface element, which looks weird if lighting is enabled for it. Any ideas?

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You have three choices:

1) Per-pixel alpha stored in a texture
2) Per-vertex alpha stored as part of the diffuse colour
3) Per-draw-call alpha stored in the FF texture cascade (D3DRS_TFACTOR)

The material system, as you appear to have observed, is tied to the lighting stage in the D3D pipeline. You can't have materials without lighting and vice-versa.


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