title: Can I use two blendstates within one shader pass?
body: <p>I have code that sets a blend state, draws primitives, changes the blend state, and draws a second set.</p>
  
  <p>This is all within one Present() pass, and while one vertex/shader pass is active, but on different rounds of Draw() calls.  So, it proceeds something like this:</p>
  
  <pre><code>SetBlendState(pd3dDevice, blendSolid);
  DrawABunchofTrianglesThatMakeRedLines(pd3dDevice);
  SetBlendState(pd3dDevice, blendAlpha);
  DrawABunchofTrianglesThatMakeGreenLines(pd3dDevice);
  </code></pre>
  
  <p>If I take out the second SetBlendState, everything draws solid.  But with that one alpha-blending state set later, EVERYTHING is drawn with blending.</p>
  
  <p>So, if you cannot change blending between Draw calls, what does need to be done to change the blending from one draw batch to the next?</p>
  
  <p>I should note that in the VS Graphics debugger I can see both different blend states set in the two different draw calls.  Yet it still seems "last one wins".</p>
  
  <p>Thanks!</p>