   A question about alphablend render states
  Hi, i'm doing a multipass texture blending, i'm using the next settings:g_dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);g_dDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);g_dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);It works fine, but i'm not getting the result i want. With the render state configuration directx applies some operations between source and destination, and i'm losing the real alphas. For example, if i have 3 textures (a,b,c) and i draw the textures as:a b a awithout changing the alpha values, when the second a is rendered the alpha value is increased and all the layers under (a b in this case) are no longer seen. When i get to the third a, due to all the alpha combinations the texture is almost opaque.What can i to preserve the real alpha values?, for example i would like to apply only the second alpha value without using the first in order to preserve all the transparency.Thank you!   
  Hey there,It would help me understand your problem much more if you could provide a screenshot.  I'm not quite getting what you mean by the texture becoming opaque.Thanks.   ;  look into this...D3DRS_SEPARATEALPHABLENDENABLE   ;Quote:Original post by DirectXFreakHey there,It would help me understand your problem much more if you could provide a screenshot.  I'm not quite getting what you mean by the texture becoming opaque.Thanks.Hi, first shot is base texture and "a" texture, second shot I add "b" texture and in the third shot i add "a" texture again. Look at the edges and the big difference between the first and last screenshot. I'd like to preserve the real blends.Note: as you can see it's the i'm applying the textures as a big quad and the alphas are the same in all texture layers.http://www.geocities.com/compucellslp/ss1.JPGhttp://www.geocities.com/compucellslp/ss2.JPGhttp://www.geocities.com/compucellslp/ss3.JPGThanks!!   