Post-multiply alpha (directx coders help!)
by Ian Omroth Hardingham · in General Discussion · 10/06/2009 (11:09 am) · 1 replies
Hey guys.
I'm attempting to render my scene using post-mulitply alpha compositing. I'm setting up using this:
This is kind of almost working, but I have a problem with this line:
It seems that directx always thinks the "destination alpha" is 1, even when it... definitely isn't.
Can anyone help with this?
Thanks,
Ian
I'm attempting to render my scene using post-mulitply alpha compositing. I'm setting up using this:
D3DDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE , true); D3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_INVDESTALPHA); D3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_DESTALPHA); D3DDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA); D3DDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_DESTALPHA); D3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD );
This is kind of almost working, but I have a problem with this line:
D3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_INVDESTALPHA);
It seems that directx always thinks the "destination alpha" is 1, even when it... definitely isn't.
Can anyone help with this?
Thanks,
Ian
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