Sorry, missed the 'etc' bit.
Set Alpha seemed to do the trick, thanks GG and Sven to what you were hinting to
Though I had an issue with the 1x1 texture. 1x1 just made the object disappear, but 2x2+ and everything works fine. Now I'm not sure if this is because how the shader is set up, the code:
texture Tex0
<string resourceName = "";>;
sampler2D baseSampler = sampler_state
{
texture = <Tex0>;
};
texture Tex1
<string resourceName = "";>;
sampler2D colorSampler = sampler_state
{
texture = <Tex1>;
};
struct pIN
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
float4 pShader( pIN IN ) : COLOR
{
float4 base = tex2D( baseSampler, IN.tex );
float4 color = tex2D( colorSampler, IN.tex );
return base*color;
}
technique Tech0
{
pass p0
{
ZEnable = true;
ZWriteEnable = false;
AlphaBlendEnable = true;
//SrcBlend = One;
//DestBlend = One;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
pixelShader = compile ps_2_0 pShader();
}
}
I'm wondering if taking the vertex shader out could cause issues...
Another thing is the performance, I didn't think it would affect it that much, but wow. Chuck just a 100 plains on with the shader and you've lost 75 percent of your performance. Hmm... that could end up being a hugh issue. Is this just because it's DBP everything is slow? well when it comes to shaders that is
Edit: I just remembered how some of the blending modes don't require setting alpha, so maybe that's why when I was using addictive blending try to alter the alpha did nothing since it's works off the diffuse.
A dream is a fantasy, if you achieve that fantasy it was never a dream to begin with.