[DirectX/C++] Texture Alpha Problem
I have a .X mesh of a tree, which uses a texture with an alpha channel for the branches and leaves. When rendered, the branches will appear transparent, as the alpha seems to get blended with other objects behind them, but if another branch is behind them, that other branch will not get blended, as shown in this screenshot:
As you can see, the Skybox gets rendered behind the branch in front with no problems, and the same is true for other objects (like the terrain) but the branch behind it gets chopped off.
Does anyone know why this is happening?
For the record, I have alpha blending enabled, and culling is turned off.
Thanks in advance.
Typically with transparents you will render with z-testing enabled, but z-writes disabled. You'll also do some sort of rough back-to-front sort.
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