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.
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?
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