D3D11_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(blendDesc));
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = TRUE;
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blendDesc.RenderTarget[1].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blendDesc.RenderTarget[2].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blendDesc.RenderTarget[3].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blendDesc.RenderTarget[4].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
It is blend state option..
I don't understand why it's not working..
I'm currently rendering it in a deferred rendering.
Should I turn on the option only for objects with alpha values?
Or do I have to draw it separately and blend it?