Original Post
i''m trying to get transparency using a texture. that is, in photoshop i add an alpha channel to the image and paint the channel white where i want the image to show up and black where i want it to be transparent.
in direct3d, i load the texture using D3DXCreateTextureFromFile() (maybe i should use D3DXCreateTextureFromFileEx()?), then set it like i would any other texture with SetTexture(). what render states do i have to set in order for it to work?
i''ve read other threads that have to do with this same thing, but i''ve tried everything they mention. also, i''m not sure if they''re talking about texture alpha channel transparency or vertex alpha transparency (or some other kind of alpha transparency). i''m sorry if i''m asking something that has already been asked a lot before (after all, i *think* it''s a common topic), but i just can''t seem to get it to work.
i''ve also read through the alpha blending section in the SDK, but most of it is really a lot more complicated that what i''m looking for. for instance, i don''t really care if the blending is done in the hardware or the software, etc. all i want is for a rendered primitive to be transparent where it''s textures alpha channel is black.