I'm having trouble loading a textured model with alpha blending from blender to xna.
On blender I know that the texture has the correct alpha values, but whenever I draw the model into my game the extra space that was supposed to be transparent is instead filled black
This is what my draw method looks like.
public void draw()
{
Matrix posTranslated = Matrix.CreateTranslation(position);
foreach (ModelMesh mesh in model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.View = view;
effect.Projection = proj;
effect.World = modelTransforms[mesh.ParentBone.Index] * posTranslated;
}
mesh.Draw();
}
}
am I missing any effects or changes to the graphics device? I've been searching for days and have still had little luck with this issue. Please help T.T