   How to render a texture with alpha
  I should render 2 texture in one pass, the model without vertex blend colorthe 0 stage texture with a alpha tunnelSetTexture(0, ....);SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_BLENDTEXTUREALPHA);SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);(The problem is here, Because no vertex blend color, the default vertex blend color is 0xffffffff, So the current blend result is not transparent!! how to set this texture stage?)SetTexture(1, ....);SetTextureStageState(1, ...);....   
  There are additional stage states (like D3DTSS_ALPHAOP) to control the alpha cannel.   ;Quote:Original post by DemirugThere are additional stage states (like D3DTSS_ALPHAOP) to control the alpha cannel."D3DTSS_ALPHAOP" Perhaps it's no use here, Is have a method to set default vertex blend color to 0?;  No, you cannot change the default vertex color. If you want another vertex color you need to output one from the vertex stage. As an alternate you can use pixel shaders which will give you much more options.;Quote:Original post by DemirugNo, you cannot change the default vertex color. If you want another vertex color you need to output one from the vertex stage. As an alternate you can use pixel shaders which will give you much more options.Is multi texture blending with fixed func is so poor!?I try to make it with fixed func...   ;  It’s very limited in what could be done. If you don’t need to support real old hardware there is no good reason to use it anymore. Beside of the functionality today’s drivers are optimized for shader usage.   