Alpha blending for pseudo-sprites in direct-x

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Alpha blending for pseudo-sprites in direct-x

Postby xytor » Wed Sep 10, 2008 8:38 pm

Hi, I am using direct 3d to create sprites (rectangles with zero thickness). Applying a texture from a picture with alpha seems to work properly (as long as the render state sets alpha blending to true)

However, the problem arises when I try to make the sprites have different z-orders (by adjusting the z values of their vertices in relation to other sprites)
Then the alpha blending goes away. why is this? how do i fix it?
xytor
 
Posts: 53
Joined: Sat Aug 09, 2008 12:41 pm

resolved

Postby xytor » Sun Sep 21, 2008 10:47 am

The problem is resolved.
Apparently, they must be rendered in back-to-front order.
xytor
 
Posts: 53
Joined: Sat Aug 09, 2008 12:41 pm


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