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Blending alpha - DIFFUSE or MATERIAL

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In DX9, if my primitives' vertices doesn't have diffuse component, and I set different material values for each of the primitives. when I set D3DTSS to compute alpha from diffuse colors, and, SRCBLEND and DESTBLEND to SRCALPHA and INVSRCALPHA respectively. Will the alpha value be taken from the material's alpha component? I am trying to do this with alpha of source set to 0.5f and destination to 0.75f, and am not seeing any blendingin the final rendering.

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