I want to super-impose a texture on top of my tiles.
I need my texture to be drawn only where the current render target is NOT transparent.
the current render target starts out transparent, then gets level geometry drawn, and I want to overlay a texture ONLY where geometry is already drawn, NOT the transparent bits.
-NOTE that level geometry can have any shape, so I need overlay - functionality, or some sort of masking.
-Is there some blend-state setup for this? Or would I need some sort of pixel shader?
That should give you the color output you’re looking for. You can also control the alpha output, there are the same 3 parameters starting with Alpha. I guess you want to leave the alpha values untouched, this should do it:
SO CLOSE Your values are cool, and I am saving them for something else, BUT they produce the opposite result of what I wanted - They super-impose on everything that IS transparent, while I am looking to super-impose on everything that IS NOT transparent. Can you advise how to get the reverse? I will post if I guess the correct values.
Hey markus! I have noticed a problem So I think the additive color blending means, means that a black overlay will not draw at all, and MOST images will be slightly translucent (darker = more translucent), … I was hoping for a way to superimpose any image, even if it has black on it.