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Home/ Questions/Q 7903073
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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T09:39:28+00:00 2026-06-03T09:39:28+00:00

I need SpriteBatch to render images how I would expect in WPF or a

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I need SpriteBatch to render images how I would expect in WPF or a normal UIKit app:

  • partially transparent PNGs render on top of one another, as you would expect
  • I have an alpha I can modify, preferably something like using Color.White and modifying the A value.

Closest has been using BlendState.NonPremultiplied, but I get weird lines where partially transparent PNGs overlap on one another.

I was having similar issues on Windows (see here), but fixed it by changing the Premultiplied setting in the XNA content project. How can I do similar for MonoGame? (I’m expecting there is a difference in OpenGL here)

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  1. Editorial Team
    Editorial Team
    2026-06-03T09:39:29+00:00Added an answer on June 3, 2026 at 9:39 am

    We solved it by using two different setups.

    On Windows and XNA:

    • Use BlendState.NonPremultiplied
    • Change the default setting to Premultiply = False on the content project for all PNGs
    • To modify Alpha value of a sprite, use Color.White and set A value

    On MonoGame and iOS:

    • Use BlendState.AlphaBlend
    • Leave PNGs as-is
    • To modify Alpha value of a sprite, use Color.White * (float)Alpha / (float)byte.MaxValue

    My PNGs are not pre-multiplied and are used exactly as you’d expect coming out of Photoshop.

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