Original Post
yes, I know that this question has been asked many times, and I searched for it and I''ve tried what the people have suggested.
I''ve tried adding SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE); and a few other suggested lines before I go into my render loop, but they don''t seem to work.
I''m using a 32 bit TGA file that has an alpha channel that has spots all over it so some parts should be transparent and others not. The texture loads fine but then when I run the program, I just have the face spinning around with a texture with no transparency, or in other words fully opaque.
Is there something else I must do to ensure that my texture comes out with transparent areas?