Quote:Original post by timeshifter
Doing that actually made every sprite drawn completely transparent so nothing showed...
You can try adding this to his code:
Device.RenderState.ReferenceAlpha = 0x7F;
I've always had weird issues using alpha testing when reference alpha was 0.
Keep in mind that your textures do need an alpha channel for alpha testing to work, so we're assuming you're using PNGs now and not trying it with the GIFs.