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About jeftay

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  1. First time post. Basically I am traying to render a texture that already contains an alpha and also supply an alpha value. I then need to render a second texture on top of it with its own alpha values. Here is what I have so far. Direct3DDevice.SetTexture(0, background); Direct3DDevice.SetTexture(1, bordertexture); // This renders my transparent background with an alpha transparency of 50%. Alpha := Round(255 * (1 - (50 / 100))); Direct3DDevice.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); Direct3DDevice.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); Direct3DDevice.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); Direct3DDevice.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); Direct3DDevice.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CONSTANT); Direct3DDevice.SetTextureStageState(0, D3DTSS_CONSTANT, (Alpha SHL 24) OR $FFFFFF); // This is where It messes up. // I want to render my border ontop of the background with a 10% transparency on the border only. Alpha := Round(255 * (1 - (10 / 100))); Direct3DDevice.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD); Direct3DDevice.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); Direct3DDevice.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE); Direct3DDevice.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_BLENDTEXTUREALPHA); Direct3DDevice.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CONSTANT); Direct3DDevice.SetTextureStageState(1, D3DTSS_CONSTANT, (Alpha SHL 24) OR $FFFFFF); This renders the border with a 10% transparency ontop of the background but instead of the background bleeding through the border, the item below the background is bleeding through, totally ignoring the background color. Sorry, I am so confused. Jeff. Thanks.
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