   Transparency circle / DirectX8
  It's possible to make an effect like this.Add an alpha channel to an active texture?http://img219.imageshack.us/img219/7088/transparency1jn6.png   
  Could you perhaps phrase your question a little more clearly?  It seems that you're asking how to add a transparent circle on top of a scene, which would usually be done using a (very simple) textured quad after you've rendered everything else.  But, I could be wrong because you also seem to be asking how to modify a texture resource "on the fly", which would be total overkill for such a simple effect...   ;  I meant, for example when the character is behind a wall, make this wall transparent (with an alpha channel texture maybe).Like Fallout or Ultima Online (look the sample picture)http://img219.imageshack.us/img219/7333/example2oh7.png   ;  Ok, sorry -- I couldn't see the effect in your first screenshot because it is kind of subtle.  I'm not sure what the best way to do this is, it might depend on the complexity of the scene involved and whether or not you can guarantee that the character is hidden by at most one texture (and not several layers of overlapping walls).  One thing you might consider is a render-to-texture method where you draw  the character (and surrounding floor area) to an offscreen texture, and then reblend it with the scene after your rendering is complete.  This would give you the advantage of not having to worry about the seams between textures and stuff like that, and give you precise control over the area to be blended.  But, I could be way off base on this idea; there might be a more efficient idea that doesn't cost you extra fill rate like this would.   ;  One idea would be to use the stencil buffer when rendering your props/walls.Render your circle based on the characters screen space to the stencil buffer, then enable stencil testing during the render.I don't have access to code at the moment, but that may give you a starting point.Steele.   