I'd like to test my program with some .png textures with some partially transparent regions (png files have an alpha channel). I'm not sure if I have the transparency working correctly (loading the alpha channel) or if the one file I have only worked because of color keying. So, if anyone feels like making one or two (powers of two in size please... 128*128 or 256*256), or knows where I could get some for free, it would be much appreciated.
(...or if anyone knows if these code snippets, in the correct places, will load the transparency from the alpha channel, I wouldn't have to test...)
Code:
m_pDirect3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
m_pDirect3DDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
m_pDirect3DDevice->
SetRenderState(D3DRS_DESTBLEND,
D3DBLEND_INVSRCALPHA);
m_pDirect3DDevice->
SetTextureStageState(0,D3DTSS_ALPHAARG1,
D3DTA_TEXTURE);
....
D3DXCreateTextureFromFileExA(g_App.GetDevice(),"texture.png",D3DX_DEFAULT,
D3DX_DEFAULT,D3DX_DEFAULT,NULL,D3DFMT_UNKNOWN,
D3DPOOL_MANAGED,D3DX_DEFAULT,D3DX_DEFAULT,
0x00ffffff,NULL,NULL,&pTexture);