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D3DIM Alpha Texture Question
If the alpha blending state is enabled and DirectX comes across textures without an alpha channel they should be rendered opaque as normal. One set of alpha-related render states should be sufficient for all alpha and non-alpha rendering. It wouldn't matter though, since in order for alpha polygons to be rendered properly they have to be sorted and rendered after opaque ones and in a back to front order at that.
Hi,
I'm trying to render a 3D scene with mostly solid (5,5,5) textures, and a few alpha textures (4,4,4,4) that will be translucent objects (smoke billboards, etc). My question is twofold: first, what does D3DIM do when alpha blending is on and the textures it's using don't contain any alpha info?
I'm trying to render a 3D scene with mostly solid (5,5,5) textures, and a few alpha textures (4,4,4,4) that will be translucent objects (smoke billboards, etc). My question is twofold: first, what does D3DIM do when alpha blending is on and the textures it's using don't contain any alpha info?
Second, is there a renderstate combo that I can set to render the whole scene (both non alpha and alpha textures) so that the non-alpha data is rendered as solid polygons and the alpha polygons are drawn translucent depending on their alpha channel, or do I have to change states (SRCBLEND, DESTBLEND, or ALPHABLENDENABLE) when rendering the translucent polygons?
Thanks :-)
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