Hello. I'm rendering a text with a DDS file texture that has Alpha enables so it can render letters as quads. Im using DDS with no compression for quality reasons.
The resulting image will be r,g,b beeing 0 and alpha the surroundings the rest of thexture that is not character body.
When the imagine has r,g,b = 0 the text is back with correct Alpha but when I try to modify the r,g,b to any value it also colores the alpha zone even if I keep alpha at the same value.
The thing is that I want to make different colored characters and I dont understand why I cant modify different pixels after Sampling the texture.
[source]
blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
[/source]
[source]
void PS( in PixelInputType inpt , out float4 colorOut : SV_Target )
{
colorOut = shaderTexture.Sample(SampleType, inpt.tex);
colorOut = float4(0.7f, 0.7f,0.7f,colorOut[3]); // here I try to color the text by overwriting a given pixel that by default mapped from texture should be black (rgb 0 and custom alpha).
}[/source]