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Solid_Spy

Does stretchrect or UpdateRect take out alpha? Please help!

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This is Directx9, sorry, don't know why it won't let me edit the topic to change the tag -.-

I'm trying to add a surface to another surface, however the alpha doesn't blend, it just shows as white pixels.

For example:

http://i1298.photobu...ha_blending.png

I loaded the HUD surface with LoadSurfaceFromFile, however, i'm not sure if it is loading the alpha or not!

This is the stretchrect code:

d3ddev->StretchRect(tilesurface1, &destrect, backbuffer, &rect, D3DTEXF_NONE);

And this is the LoadSurfaceFromFile code:

d3ddev->CreateOffscreenPlainSurface(1024, 1024, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tilesurface1, NULL);
D3DXLoadSurfaceFromFile(tilesurface1, NULL, NULL, "Title_Screen_text1.png", NULL, D3DX_DEFAULT, 0, NULL);


I have the backbuffer format set to A8R8G8B8, and also the surface as well, but it still isn't working...

Is there something i am missing? I'm using stretchrect to draw the surface ontop of the backbuffer, is that a bad thing? please help! Edited by Solid_Spy

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StretchRect doesn't really "draw" anything, it basically just does a copy. It won't use alpha-blending even if you enable it with blend states.

I would suggest using ID3DXSprite for something like this. It supports blending, and more complex transformations such as rotations.

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StretchRect doesn't really "draw" anything, it basically just does a copy. It won't use alpha-blending even if you enable it with blend states.

I would suggest using ID3DXSprite for something like this. It supports blending, and more complex transformations such as rotations.


Hey, thanks for the help smile.png

I just did some research, and i decided to use 3d quads to draw the images from now on. Sprites are depricated in Directx11, so i feel that it would be a bad habit to learn how to use them in case i wan't to switch to directx11 in the future, but thanks for the suggestion. Edited by Solid_Spy

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