DirectX compliance of the glBlendFunc file (............)
I've created a particle system in OpenGl that works great. When I want to get a burning fire or ray effect or something like that (where the system view "glows" and merges all the colors together), I use this method call with OpenGL.
glBlendFunc(GL_SRC_ALPHA,GL_SRC_ALPHA) glBlendFunc(GL_DST_ALPHA,GL_ONE)
Now I am trying to do the same using Direct3D
Here's what I've tried:
graphicsDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
graphicsDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
graphicsDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
but it has absolutely no effect on the look of my game! Does anyone know what the problem might be?
+3
Jimmy bouker
source
to share
2 answers
Try:
graphicsDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
graphicsDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
graphicsDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
0
tbridge
source
to share
I ended up just switching to OpenGL. But thanks for the help guys: D
0
Jimmy bouker
source
to share