DirectX 11 Alpha混合不起作用

时间:2012-08-05 03:20:21

标签: alphablending directx-11 blending

好的,所以我一直试图让Alpha Blending在我的3D应用程序中运行,但它不希望发生。我在渲染循环的最后绘制了具有正交投影的2D图像(深度测试保持启用)并且图像纹理具有透明部分但是它们呈现黑色。 这是我的混合代码:

D3D11_BLEND_DESC blendStateDesc; 
ZeroMemory(&blendStateDesc, sizeof(D3D11_BLEND_DESC));
blendStateDesc.AlphaToCoverageEnable = FALSE;
blendStateDesc.IndependentBlendEnable = FALSE;        
blendStateDesc.RenderTarget[0].BlendEnable = TRUE;
blendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
blendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;

if (FAILED(device->CreateBlendState(&blendStateDesc, &blendState))) {
printf("Failed To Create Blend State\n");
}
deviceContext->OMSetBlendState(blendState, NULL, 0xFFFFFF);

如果它有帮助,那么纹理描述:

D3D11_TEXTURE2D_DESC texDesc;
texDesc.Width = TextureWidth;
texDesc.Height = textureHeight;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_IMMUTABLE;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = 0;

我只使用单个渲染目标,而不是在着色器中预先乘以alpha。我到处寻找并为D3D11_BLEND_STATE尝试了各种不同的组合,但没有任何效果。 我能得到的最接近的是当我将AlphaToCoverage设置为TRUE但是如果我改变顶点的alpha值它就不起作用,而且我知道我正在做什么AlphaToCoverage应该是FALSE。

1 个答案:

答案 0 :(得分:1)

我知道这是一个非常古老的问题,但我有一个类似的issue

我必须做的是确保在绘制之前设置/启用混合状态,然后在透明的2d图像的绘制调用之后禁用。可以找到更多信息:DirectX Image texture quad displays underlying controls color where it is transparent