Jump to content

shader alpha.


iwalidza

Recommended Posts

Hello iwalidza,

it looks like the color behind this transparent shape is being discarded because the geometry you are drawing is saving depth information into the depth buffer. You are encountering the classic Direct3D 9 alpha-sort problem. In the Direct3D 9 implementation it is impossible to specify a custom render-target format in combination of a custom blend operation so it is not a good idea to implement a fix for this situation, given the performance implications and requirements. You are better off rethinking your visual design, maybe sticking to a completely opaque render instead.

Good luck!

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...