When rendering alpha-blended sprites you send D3DXSPRITE_ALPHABLEND in the call to D3DXSprite->Begin(), sounds easy yes? So I thought that omitting this flag (using 0) would prevent alpha-blend from being used. Not as easy, if alpha blending has been enabled by some previous rendering the sprite will still render it as alphablended. Is this really the desired behaviour, having to manually disable alpha blend before the sprite Begin-End calls?