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Alpha-Blending for UI-Texture

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Hi :) I'm trying to create a UI using Direct3D and C++. To make it faster i want every component to have its own canvas (a class managing a D3D10Texture2D-Interface). The problem is that I don't get the alpha-channel to work correctly: http://bumbi.org/debug.jpg After spending some hours at google, gamedev and msdn i hope you can give me a leg up ;) Thanks so far, Bumbi

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Alpha blending is configured through the frame buffer portion of the pipeline. The blending specified in the texturing portion is simply saying how the source pixel and texture should be combined, not how the source pixels are combined with destination pixels in the frame buffer.

Alpha blending is explained in Chapter 14. The Frame Buffer from my book The Direct3D Graphics Pipeline.

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