Look at this code:
texture t0; // first texture to blend
texture t1; // second texture to blend
float4x4 world; // world matrix
float4x4 view; // view matrix
technique singlepass
{
pass p0
{
Texture[0] = <t0>;
ColorOp[0] = SelectArg1;
ColorArg1[0] = Texture;
Texture[1] = <t1>;
ColorOp[1] = Add;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;
ColorOp[2] = Disable;
WorldTransform[0] = <world>;
ViewTransform = <view>;
}
}
Question 1: if the second texture had a background filled with pixels with transparent alpha,and in the middle a blue rectangle(non transparent alpha),would it matter,or would i just see the entire thing(black with the blue rectangle in the middle)? Would the operation care about the alpha at all?
Question 2:
Why ColorOp[2] = Disable; ?
Wouldn't that just cancel the entire result and output nothing?