   Blood particle problems - Bad antialiasing when rotating a sprite
  Hi all,i am rendering all sprites (and particles also) in my game using ID3DXSprite interface of DirectX9 and I have this problem.I am trying to create green blood particle effects, so i have solid green color sprites of blood particles of different sizes and shapes and i am drawing (using scale and rotation) a lot of these little blood sprites in one location of the screen and I want to blend all sprites together (that no edge of single sprite can be seen), but if i use rotation or scale, then sprite edges are automaticaly antialiased (blured) and this causes that my blood particles are not smoothly blended.Here is the screenshot of my problem:I want to get rid of these edges of each particleMaybe my problem can be solved by setting some render state by using SetRenderState, but i do not know which.Thanx for your help   
  Your problem is that you have black in your color channel where the alpha is zero. You need the green color to extend outwards a bit. Easiest way for you would be to simply fill your color channel with pure green and leave the alpha as-is :)   ;  What colour are the transparent (alpha < 100%) parts of your texture?The colour of the transparent/semi-transparent texels should be roughly the same as the colour of the opaque texels. This is true even if you're simply trying to use alpha-test/colour-key, since texture filtering will sample in neighbouring texels (such as those neighbouring the ones outside the edge of your blood splat pattern).   ;  Thank you very much guys. That sounds very good. It is true, that i have black color around all blood sprites, i will try to make it green. I will let you know the result.   ;  An alternative, which is often better, is to draw the sprites green-on-black, and then blend them using pre-multiplied alpha. This means that your SRCBLEND is ONE and your DESTBLEND is INVSRCALPHA. It turns out that pre-multiplied alpha is actually more mathematically correct when doing multiple stages of blending. Plus you can use it to create particles that "add light" to a scene, by painting colors with no alpha (which ends up doing additive blending).   