ok, so i fixed the black part (it was showing the color i cleared to), i changed my clear color to a lightblue, and as you can see in the image, instead of showing the texture under it, it just goes through the quad.
heres the code i use
Code:
g_Device->SetTexture(0, GrassTexture);
g_Device->SetTexture(1, BloodTexture);
g_Device->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
g_Device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
g_Device->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_Device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_Device->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_Device->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g_Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_Device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
g_Device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, CurrentTile[x][z]);
g_Device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
and heres the image of the result: