DirectX equivalent of glBlendFunc(............)
- by Jimmy Bouker
I created a particle System in OpenGl that's working great. When I want to get a burning effect of a fire or a beam or something(Where the system kind of "glows" and fuses all the colors together) I use this method call with OpenGL.
glBlendFunc(GL_SRC_ALPHA,GL_SRC_ALPHA)
glBlendFunc(GL_DST_ALPHA,GL_ONE)
I'm now trying to do the same thing using Direct3D
Here is what I have tried:
graphicsDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
graphicsDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
graphicsDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
but this has absolutely no effect at all on the look of my game!
Anyone have a clue what could be the problem?