   DX11 - Particles Blending for glowing effect..
  Hi, Im having(again) problems to set an ok blend settup to get a glowing effect, when I add the two(source and dest) it seems to get close, but my transparency is substituted by an alpha red and my sprite shows up as a square..Heres a print with normal alpha blending(seems ok):(src * srcalpha    +   dest * inv_srcalpha )http://i16.photobucket.com/albums/b29/0o--Karnage--o0/particleNormalBlend.pngHeres a print with adding blending:(src * 1   +   dest * 1 )http://i16.photobucket.com/albums/b29/0o--Karnage--o0/particleblendIssue.pngWhat I also dont understand is the setup for the alpha color..doesnt matter the value I put on it, notting seems to change...Heres what Im using for the first print:blenddesc.RenderTarget[0].BlendOp= D3D11_BLEND_OP_ADD;blenddesc.RenderTarget[0].SrcBlend= D3D11_BLEND_SRC_ALPHA;blenddesc.RenderTarget[0].DestBlend= D3D11_BLEND_INV_SRC_ALPHA;/**/blenddesc.RenderTarget[0].BlendOpAlpha= D3D11_BLEND_OP_ADD;blenddesc.RenderTarget[0].SrcBlendAlpha= D3D11_BLEND_ONE;blenddesc.RenderTarget[0].DestBlendAlpha= D3D11_BLEND_ONE;Heres what Im using for the second prints:blenddesc.RenderTarget[0].BlendOp= D3D11_BLEND_OP_ADD;blenddesc.RenderTarget[0].SrcBlend= D3D11_BLEND_ONE;blenddesc.RenderTarget[0].DestBlend= D3D11_BLEND_ONE;blenddesc.RenderTarget[0].BlendOpAlpha= D3D11_BLEND_OP_ADD;blenddesc.RenderTarget[0].SrcBlendAlpha= D3D11_BLEND_ZERO;blenddesc.RenderTarget[0].DestBlendAlpha= D3D11_BLEND_ZERO;
  For additive blending, the alpha doesn't matter, unless you're rendering to a buffer that you plan on compositing onto the sceneYour issue looks like it's probably a texture issue. Note that with additive blending, it simply adds the RGB of the texture onto the scene - ignoring the alpha channel. So what does your texture look like?;  http://i16.photobucket.com/albums/b29/0o--Karnage--o0/texture.pngIt looks like the ones in the first print..I didnt think its the image file because the red thing is too regular, I dont see any sense on it(compared to the original), I will try edit a bit(erasing borders) to see if anything changes.   ;What does the shader look like?Are the borders of the image actually perfectly black? RGB = 0,0,0If not, then this may be a gamma issue. Are you inverse gamma correcting the texture when you're sampling it? Are you gamma correcting the output from the shader?Are you sure you're only drawing one quad, and you aren't say double or triple drawing each quad perfectly overlapping?   ;  RDragon1 thanx for helping me..( I dont know anything about gamma correction, Im very newb with shaders, I just doing ambient + difuse + phong * texture)Dude..Its freaking annoying..photoshop doesnt work with alpha channels, its ridiculous..it transform the png alpha channel into a freaking stupid transparency mask, so I downloaded SuperPNG plugin, it looked ok at first, but it just saves well, when oppening it screw up the image..so I downloaded the nVidia DDS plugin..again it saves well, but again I cant edit it, since it screw up when opening it...I just can open these files on DX sdk programs and nvidia DDS viewer..but those dont edit anything...*suicides* Yeah im pissed...any way, I just downloaded am Tree pic from internet and it seems very nice in my app, so the problem is really my DDS texture...Now someone can tell me why photoshop transform images with alpha on this:http://i16.photobucket.com/albums/b29/0o--Karnage--o0/PSalpha.pngAnd how can I make clean images...I know its not the appropriate place but wow its ridiculous that PS doesnt work naturaly with alpha channel..I know that I can add a channel, but then you have to manually edit it..and when you finally do all the workarround the DDS plugin says you cant save because it have 5 channels(rgb, r, g, b, a) -__-"...So you just save without the alpha(like I did), and then DDS plugin creates the alpha for you(nice), but as you see in the print it screws the other channels! Am I overreacting? How the hell you all work with alpha channel(AKA NOT transparency only)?   ;  This is one of my favourite whines. To answer your question, photoshop doesn't handle alpha well as it's a hacky bolt on to a program that was never designed to deal with alpha channels.  Take a photo, retouch it. How much alpha is there?The problem is that the industry has fixated on this utterly unsuitable program because a subset of what it does is vaguely useful. The industry needs an industrial quality art package that's custom written for the job but it's not gonna happen - too expensive to tempt everyone away from their crutches.   ;  The most annoying thing is that nobody knows what is an alpha channel, you search on google and you will find millions of tutorial explaining how to make a transparency mask..wow...>.> Im alreding considering creating a pixel editor for my future 2D games sprites(but I still suck so much on programming -_-)..DX have a function that save to file with a single call..God I hope it isnt just another alpha screwup thing..   ;  Paint.NET might suit. Don't be put off by the name, it's not just an extension of that shitty thing you get with windows for some reason. It's really not bad.   