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Colour Key in DX8 - D3D

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Hi all, I tryed to create a 2D game using DX8 and D3D, but i have some problem about colour key. since i had been created two planes, one put in the back as a background. Another one used to create sprite animation. but something is happened, when i rander this two palnes. i''am using following code to load texture.
  void Texture::LoadTexture(char* filename)
     // Set black as our source color key. Use 0xFFFF00FF for magenta instead.

     // Use 0x00000000 for no ''color key'' substitution

     D3DCOLOR colorkey = 0xFF000000;
     // The D3DX function will fill in the following image info for us 

     D3DXIMAGE_INFO SrcInfo; // Optional 

     // Load image from file - maintain size of original file.

     // It is also possible to specify a new height/width and ask D3DX to      filter

     // the image to the new size (stretch/shrink). See SDK docs for details.

     D3DXCreateTextureFromFileEx( MyD3D.m_pd3dDevice, filename, 0, 0, 1, 0, 
          colorkey, &SrcInfo , NULL, &pTexture);
screen : please help thx

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Try changing the D3DTSS_MAGFILTER TextureStageState to D3DTEXF_NONE.

Also use alpha test to sharpen the transparent edges.

The video adapter is filtering the transparent alpha into the opaque alpha when the texture is stretched (magnified).

Simon O''''Connor
Creative Asylum Ltd

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Thanks S1CA,
One more question: how to set the background of the plane (the bottom one) to transparent (i.e. can see the texture of the larger image) ?

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