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About CasperWarden

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  1. Windows Phone 8: Additive blending

    More info that may be relevant: I'm using DirectXTK's SpriteBatch framework, and i'm also rendering to deferred contexts (but all the particles i'm trying to blend are using the same context).
  2. Windows Phone 8: Additive blending

    Thanks, SeaBolt   This is actually one of the combinations I have tried based on forum posts I found.   Unfortunately It appears to have no effect.   Casper
  3. Windows Phone 8: Additive blending

      NULL (equiv to 1, 1, 1, 1)
  4. First of all, some key info: Platform: Windows Phone 8 API: DirectX 11 Language: C++/CX I've created a 2D project for Windows Phone 8, which uses DDS textures with 8-bit alpha. I'm having issues getting additive blending working correctly.    The textures have had PreMultipliedAlpha applied.   I've tried various combinations of settings for the BlendState, this is what I'm using currently:   blendDescription.AlphaToCoverageEnable = false; blendDescription.RenderTarget[0].BlendEnable = true; blendDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDescription.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; blendDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; blendDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;   The results i'm seeing are as follows:   The textures are being alpha blended correctly, but i'm not seeing an additive colour effect. If I try DDS 1 textures (1 bit alpha) these work perfectly fine, but obviously 1 bit alpha is very limited. Can anyone suggest what I might be doing wrong here?   Thanks   Casper