• Advertisement


This topic is now archived and is closed to further replies.

Achieving non-color additive blending with D3DIM

This topic is 6611 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Well I have no solution to this question but rather another question in the same thread....

I have worked on alpha-blend sprite with D3D IM, and it works well (using BLEND_INVSRCCOLOR. But how can you do with video cards supporting only BLEND_ALPHA ??? (this is the case on matrox MGA G100 for example....)


[This message has been edited by Zargoun (edited December 13, 1999).]

Share this post

Link to post
Share on other sites
So I've got D3DIM doing my alpha-blits for me. Cool stuff.

Unfortunately, I can't seem to escape color-additive alpha blending. For example... if I take a completely black square (no colorkey) and alpha-blit it to the background, I want a "tinted-window" effect, where it simply darkens the pixels. Instead I get nothing, as if it can only make the bg *brighter*, never darker.

My hunch is that this has something to do with the rendering state... specifically, the blend factors for the source and destination (XXX_ZERO or XXX_ONE).

Can someone please explain to me how these work, and what things I should set to get that nifty "tinted window" effect?

Thanks much...

Mason McCuskey
Spin Studios

Share this post

Link to post
Share on other sites

  • Advertisement