Transparancy in DirectX8

This is a discussion on Transparancy in DirectX8 within the Game Programming forums, part of the General Programming Boards category; Hi all, I know there is a way to make a color of a texture transparent but is there any ...

  1. #1
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    Transparancy in DirectX8

    Hi all,

    I know there is a way to make a color of a texture transparent
    but is there any way to make a color of a surface transparent?

    I have two surfaces one overlaid on the other and I would like the program to have areas of the overlaid surface to be transparent.

    I am using:
    g_hResult = D3DXLoadSurfaceFromFile(g_pBitmapSurface, NULL, NULL, "image.bmp", NULL, D3DX_DEFAULT, 0xFF000000, NULL);

    The second last parameter is the color key, which is usually 0, and I thought changing it from 0 to 0xFF000000 would make the color black of the suface transparent.

    Is there any enabling of transparency or setting up i have to do first?

    Can any one help me, I am new to the Direct3D stuff
    "The distinction between past, present and future is only an illussion, even if a stunning one."
    -Albert Einstein

  2. #2
    Pursuing knowledge confuted's Avatar
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    Not sure what you mean - it wasn't clear. Do you want to load the alpha channel from a texture? (.png for example)
    Away.

  3. #3
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    I want to load the alpha channel from a surface, and the file is in BMP format. I am making a 2D tile engine, and need to make the second layer transparent. I am just copying a selected section from a surface to the backbuffer, and was wondering if it could be done without using textures.
    "The distinction between past, present and future is only an illussion, even if a stunning one."
    -Albert Einstein

  4. #4
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    vertex alpha is this what you wanted? You could set all the vertices of the triangles you wanted to be transparent to the same value.
    Away.

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