PRB: D3D Progressive Meshes Do Not Support Textures with Alpha
Article ID: 196382
Article Last Modified on 3/21/2005
APPLIES TO
This article was previously published under Q196382
SYMPTOMS
The code that handles textures on a progressive mesh in Direct3D Retained
Mode for DirectX 6.0 contains a bug. When a texture is loaded, the
ALPHABLEND renderstate is not set correctly if the texture contains alpha
channel data. As a result, no alpha data is in the texture on the
progressive mesh.
RESOLUTION
Use the CreateMesh() method to create a mesh from the progressive mesh each
time the level of detail (LOD) is changed. The meshes created this way can
correctly handle the alpha information. However, this solution negatively
impacts performance, especially if the application needs to make many
changes to the LOD. Therefore, it is not suited for all applications.
STATUS
Microsoft has confirmed this to be a problem in the Microsoft products
listed at the beginning of this article.
Keywords: kbnofix kbdirect3drm kbprb kbfaq KB196382