I have an DirectX 11 C++ application that displays two rectangles with textures and some text. Both textures are taken from TGA resources (with alpha channel added).
When I run the program, I get the result:
What's wrong? Take a closer look:
The corners of the rectangles are transparent (and they should be). The rest of textures are set to be 30% opacity (and it works well too).
But, when one texture (let's call it texture1) is over another (texture2):
The corners of texture1 are transparent. But behind them I see the background of window, instead of texture2.
In other words, transparency of texture interacts with the background of window, not with the textures behind it.
What have I done wrong? What part of my program can be responsible for it? Blending options, render states, shader code...?
In my shader, I set:
technique10 RENDER{
pass P0{
SetVertexShader(CompileShader( vs_4_0, VS()));
SetPixelShader(CompileShader( ps_4_0, PS()));
SetBlendState(SrcAlphaBlendingAdd, float4(0.0f, 0.0f, 0.0f, 0.0f),
0xFFFFFFFF);
}
}
P.s. Of course, when I change the background of window from blue to another colour, the elements still have the transparency (the corners aren't blue).
edit:
According to @ComicSansMS
(+ for nick, anyway ;p ), I've tried to change to order of render elements (I've also moved the smaller texture a bit, to check if the error remains):
The smaller texture is now behind the bigger one. But the problem with corners remains (now it appears on the second texture). I am almost sure that I draw the rectangle behind BEFORE I render the rectangle above (I see the code's lines order).
My depth stencil:
//initialize the description of the stencil state
ZeroMemory(depthStencilsDescs, sizeof(*depthStencilsDescs));
//set up the description of the stencil state
depthStencilsDescs->DepthEnable = true;
depthStencilsDescs->DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilsDescs->DepthFunc = D3D11_COMPARISON_LESS;
depthStencilsDescs->StencilEnable = true;
depthStencilsDescs->StencilReadMask = 0xFF;
depthStencilsDescs->StencilWriteMask = 0xFF;
//stencil operations if pixel is front-facing
depthStencilsDescs->FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilsDescs->FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilsDescs->FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilsDescs->FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//stencil operations if pixel is back-facing
depthStencilsDescs->BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilsDescs->BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilsDescs->BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilsDescs->BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//create the depth stencil state
result = device->CreateDepthStencilState(depthStencilsDescs, depthStencilState2D);
The render function:
...
//clear the back buffer
context->ClearRenderTargetView(myRenderTargetView, backgroundColor); //backgroundColor
//clear the depth buffer to 1.0 (max depth)
context->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
context->OMSetDepthStencilState(depthStencilState2D, 1);
context->VSSetShader(getVertexShader(), NULL, 0);
context->PSSetShader(getPixelShader(), NULL, 0);
for(...){
rectangles[i]->render();
}
The blend state:
D3D11_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(D3D11_BLEND_DESC) );
blendDesc.AlphaToCoverageEnable = false;
blendDesc.IndependentBlendEnable = false;
blendDesc.RenderTarget[0].BlendEnable = true;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
ID3D11BlendState * blendState;
if (FAILED(device->CreateBlendState(&blendDesc, &blendState))){
}
context->OMSetBlendState(blendState,NULL,0xffffffff);