Original Post
Hello!
I'm trying to make something on wp8 using dx11. And I have one bug. I'm trying to draw a picture with transparency.gpApp->m_deviceContext->IASetVertexBuffers( 0, 1, vertexbuffer.GetAddressOf(), &stride, &offset );
gpApp->m_deviceContext->PSSetShaderResources( 0, 1, pImage->m_texture.GetAddressOf() );
gpApp->m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
gpApp->m_deviceContext->Draw( 3 * trianglesCount, 0 ); And all looks ok -
I see transparent square on a picture.
But then I minimizing the app the transparent part is going black -
vertex shader----------------------------------------------------
struct VertexShaderInput
{
float4 pos : POSITION;
float4 color : COLOR0;
float2 texcoord : TEXCOORD;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float4 color : COLOR0;
float2 texcoord : TEXCOORD;
};
VertexShaderOutput main(VertexShaderInput input)
{
VertexShaderOutput output;
output.pos = input.pos;
output.texcoord = input.texcoord;
output.color = input.color;
return output;
} ----------------------------------------------------
pixel shader----------------------------------------
Texture2D Texture;
SamplerState ss;
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float4 color : COLOR0;
float2 texcoord : TEXCOORD;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return Texture.Sample(ss, input.texcoord);
//return input.color * Texture.Sample(ss, input.texcoord);
}
----------------------------------------------------
Please give me a direction that I have done wrong. Any ideas! Thanks!

