   Help with drawing texture...
  Is there a tut or something to show all the basic texturing techniques?  I want to draw a texture that is opaque and allow me to draw it with transparency at render time without actually changing the values of the textures pixel data.Thanks in advance,Devin   
  Fixed function or shader-based?There are a few samples of how to do FF blending (per-vertex, per-material, per-pixel etc..) in the SDK's "Programming Guide" section. Pull up the index and type "Texture Blending" and/or "Alpha Blending" and follow the links [wink]A simple way is to use the D3DTA_TFACTOR and D3DRS_TEXTUREFACTOR fixed-function configuration.For shaders its pretty much down to you - the only bit you need to check out is the D3DRS_SRCBLEND and D3DRS_DESTBLEND render states. The documentation is pretty good for these states, so you shouldn't need a tutorial.hthJack   ;  Thanks, Ya I was hoping to use fixed function rather than shader, but I can use shader np.  Thanks for the direction.-Devin   ;  The common way to do this using the fixed function pipeline is to set the texture stage to retrieve the alpha from TFACTOR instead of using the alpha from the vertex or texture map.  You can then vary the amout of alpha each frame by changing D3DRS_TEXTUREFACTOR.If you're using a pixel shader, I would imagine that you'd do something similar and read the alpha value from a shader constant that is set by your app.  Shaders aren't my deal so someone else could probably chime in with info on that approach.In either case, you'll need to draw all of your opaque polys first then enable frame buffer alpha blending, disable Z writes, and draw the alpha polys in back-to-front order.   