Hello,
I am trying to set up alpha to coverage in DirectX 11. I am currently rendering a particle system using instancing and a geometry shader, so that I pass in a point (1 vert) to render all the particles of that particle system. This is what it looks like:
I'm trying to set up alpha to coverage but I can't seem to do so. I am getting a problem where it renders a black quad at the particle systems position
Here is the Alpha to coverage blend state:
D3D11_BLEND_DESC alphaToCoverageDesc = {0};
alphaToCoverageDesc.AlphaToCoverageEnable = true;
alphaToCoverageDesc.IndependentBlendEnable = false;
alphaToCoverageDesc.RenderTarget[0].BlendEnable = false;
alphaToCoverageDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
result = device->CreateBlendState(&alphaToCoverageDesc, &AlphaToCoverageBS);
And this is what it looks like:
Even when I try to imitate it within the pixel shader with dithering it produces a similar error:
So I was wondering if it has anything to do with instancing or the geometry shader? I can't imagine it is but I have no idea. Any one think of any reason for this.
If this is too vague just say
Thanks