   d3d how to set transparency
  Hi!I want to draw transparent triangles on the screen in Direct3D11, but it does not work. (simple triangle scene tutorial)SHader code:extern Texture2D baseTexture;extern SamplerState samLinear;float4x4 matWVP;struct VSOUT{float4 hPos : SV_POSITION;float4 tmp  : TEXCOORD0;float2 tex  : TEXCOORD1;};VSOUT VSMain( float4 Pos : POSITION , float4 Col : COLOR, float2 Tex : TEXCOORD0){VSOUT Out;Out.hPos = mul(float4(Pos.x,Pos.y,Pos.z,1.0),matWVP);Out.tmp = Col;Out.tex = Tex;    return Out;}float4 PSMain( VSOUT In ) : SV_Target{    float4 O = baseTexture.Sample(samLinear,In.tex)*In.tmp;    O.w = 0.1f;    return O;}back buffer type is DXGI_FORMAT_R8G8B8A8_UNORM, I'm using dx9 feature level with hardware acceleration.Can anyone help? What do I need to do to make my triangles transparent?   
float4 PSMain( VSOUT In ) : SV_Target{float3 O = baseTexture.Sample(samLinear,In.tex)*In.tmp;return float4(O, 0.1f);}If you set alpha to 0.1f you wont see the object lol   ;  Have you created a blend state with alpha blending and set it?   ;Quote:Original post by CastorXI want to draw transparent triangles on the screen in Direct3D11, but it does not work. (simple triangle scene tutorial)Hi!mhh... you are a bit generic with this "does not work".I don't use yet DirectX11, just searching on documentation I found something related to D3D11_BLEND_DESC. Did you use it? How?   ;  The blend desc this is missing. that is the problem I think. Thank you! (I'm new in d3d11; in d3d9 things were different.)   