I’m trying to render a textured quad in d3d, and its not using the alpha values of the VERTICES of the quad the texture is being rendered to. Rather it is using the alpha of the TEXTURE.
I want d3d to use the alpha of the VERTICES of the polygon it is placed upon.
I have an idea it has to do with SetTextureStageState, but I can’t quite find it yet..
OK, here’s what I got:
D3DTSS enumeration (containing default values for D3DTSS_* settings)
D3DTA enumeration
THE BIG CHANGE COMES NEXT:
The rest doesn’t really change anything from the default values, but its here so everything can be seen:
I think that works.
Further to understanding: this link contains an old but very neat tool called MFCTex:
So its very easy to see the effect of what’s going on when you use different args.
I realize this is not the cool way to do this anymore, and really the cool way has been for some time to write your own vertex and pixel shaders.