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Back buffer formats and transparency

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hello, Do alpha blending and color keying only work for back buffer formats with an alpha channel? The DX8 caps viewer says my video card only supports R5G6B5, and X8R8G8B8. When I use D3DXLoadSurfaceFromSurface for example, and use color keying, my color keyed color comes out opaque black, not transparent black! Is there a way so that perhaps I could write to a temporary surface made with A8R8G8B8 and then copy to my back buffer to get the transparency effect? Some insight would be Greatly appreciated, thanks! - Shane

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