   ID3DXSprite and transparent channel in sprites
  Hallo.I have some 3D objects in the scene. I want to program some GUI to game using ID3DXSprite. I have some textures with alpha channel for it.But there is a problem with a drawing using Draw method of sprite. No transparency effect is achieved. (All textels are drawed without regard to alpha channel value). I cant achieved the transparency effect in that areas of sprite, where are appropriate alpha channel values.My project settings include:SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);pSprite->Begin(D3DXSPRITE_ALPHABLEND);pSprite->Draw(pTexture,...Can anybody help me to set up the enviroment properly, or give me advice how to achieve my needs please?Thanks for all relevant posts..   
  Do you mean drawing the texture at a more transparent rate?d3dspt->Draw(texture, &rect, NULL, position, D3DCOLOR_ARGB(alpha, red, green, blue));;  What format is your texture in and how do you load it?   ;  Hallo.Problem solved.If U load *.bmp file using D3DXCreateTextureFromFile, and then manipulatewith pixel data using code:D3DSURFACE_DESC d3dDesc;D3DLOCKED_RECTd3dRECT; pTexture->GetLevelDesc(0,&d3dDesc);pTexture->LockRect(0,&d3dRECT,NULL,0);for(DWORD y=0;y<d3dDesc.Height;y++)    for(DWORD x=0;x<d3dDesc.Width;x++)    {((DWORD*)d3dRECT.pBits)[d3dDesc.Width*y+x]=(0xC0<<24)|((DWORD*)d3dRECT.pBits)[d3dDesc.Width*y+x];}the alpha value has no affect.If U load *.tga file using that function, transparent effect appears and u will be successfull if U modify pixel data using this code. And the last thing. If U create empty texture using D3DXCreateTexture and modify pixel data, U will be successfull.Thanks all for help.   ;  The way i do it is, load a texture lets say 'test.png' with D3DXLoadTextureFromFileEx(). D3DXCreateTextureFromFileEx(d3ddev,  // IDirect3DDevice9*   L"test.png",    D3DX_DEFAULT,   D3DX_DEFAULT,   D3DX_DEFAULT,   NULL,   D3DFMT_A8R8G8B8,  // Specify 32-bit Alpha    D3DPOOL_MANAGED,   D3DX_DEFAULT,   D3DX_DEFAULT,   D3DCOLOR_XRGB(255, 0, 255),  // Set Your Alpha Colour (This is the usual 'Hot-Pink' Colour)   NULL,   NULL,   &sprite);  // ID3DXSprite*Then draw with:sprite->Begin(D3DXSPRITE_APLHABLEND)sprite->Draw(.., .., .., .., D3DCOLOR_ARGB(alpha, red, green, blue));