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Alpha blend 2 images of different sizes

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When you sample a texture in D3D, you don't have to know the physical dimensions of it because the texture coordinate range is 0.0...1.0 regardless of the texel count in each direction. The device can be configured to filter the texels linearly if the sampling frequency doesn't have 1:1 relationship with the destination render target.

In other words, you don't have to do anything special to blend 2 different-sized images; it is very common that textures of different dimensions are used in blending ops. Just draw the alpha-blended quad with your source texture on top of the base image, like you would draw anything else with blending.

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