   Transparent model?
  I can't understand how to create a transparent and a semi-transparent model.....anyone knows?maybe with alpha....but dunno how to set it!!!! xD   
  You have to enable alpha-blending, and then ensure that your output while rendering has alpha values < 1.  What API/language/methodology are you using right now?   ;  c++ :)how to enable alpha blending?   ;Quote:Original post by roby65c++ :)D3D9 or D3D10?;  d3d9 ^^   ;  your_device->SetRenderState( D3DRS_ALPHABLENDENABLE, true );and play around with some of these values :)http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_dec_2004/directx/graphics/reference/d3d/enums/d3drenderstatetype.asp   ;  Alpha-blending is enabled by setting 3 render-states.  These states can either be set by calling IDirect3DDevice9::SetRenderState, or by specifying the renderstate and value in your fx file (if you're doing this with effects, check this thread to see how to sample opacity values from a texture and use it as your alpha).  The three render-states are AlphaBlendEnable = TRUE, SrcBlend = SRCALPHA, DestBlend = INVSRCALPHA.  What these render states do is they specify that for whatever you render to the back-buffer, you want it to be blended with the current contents of the back-buffer based on the alpha component of each pixel.So once your render-states are set, you have to decide where you're getting your alpha values from.  Generally they come from one of three places:  from a texture, from a vertex, or from a material.  With shaders working with any of these is easy:  simply sample the texture or pull the value from the vertex or shader constant, and then set it as the alpha component of your final output color.  With the fixed-function pipeline it's trickier to work with, as you have to set the right TextureStageStates.  For per-vertex or per-material, you need to send the appropriate render states to specify that you want your color values coming from either your vertices or the specified material.  I'm not very familiar with the fixed-function stuff, so you're probably better off having someone else show you if you need to see code for this.;  how can i set alpha with a texture?   