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);



LinkBack URL
About LinkBacks



It's all being rendered as one primitive, so I have no idea what could be causing this. I had a friend check it and there was one opaque side on his computer as well. Any ideas? I'll attach a zip of the source files and the texture.
Thanks man, you've been a ton of help.
]