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D3D10_BLEND_DESC structure and alpha blending

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I am having a really hard time finding any useful information on this subject, as my main source book is quite wanting. MSDN isn't very helpful in describing how to implement this. What I want to do is for each sprite texture (all of my graphics are 2D), any area that I want to make transparent is solid black, i.e. R=0, G=0, B=0. Is there some way I can set up the application to look for that specific pixel and set its transparency level? I have experiemnted with the flags in the D3D10_BLEND_DESC structure but I cannot seem to make anything work.

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