I'm using DirectX 11 SDK and render something to the texture (and it's works). Than use D3DX11SaveTextureToFile to save the output to the PNG texture. Everything works, but I don't get transparency.
I want to have the background (space where none of the elements have been rendered) transparent. Instead of this, I get some background.
I was trying to change the float ClearColor[4]
for the ClearRenderTargetView
function to the{ 0.0f, 0.0f, 0.0f, 1.0f }
because I thought that last one is alpha and 1.0f with give me transparency, but that haven't worked for me (the same for 0.0f).
Here is the part of my code that may be useful:
Blend states (which I believe are good, they works for rendering transparent elements on screen - of course screen of monitor always have some "background", the PNG file not):
D3D11_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(D3D11_BLEND_DESC) );
blendDesc.AlphaToCoverageEnable = false;
blendDesc.IndependentBlendEnable = false;
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_ZERO;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
ID3D11BlendState * blendState;
if(FAILED(device->CreateBlendState(&blendDesc, &blendState))){
//...
}
g_pImmediateContext->OMSetBlendState(blendState,NULL,0xffffffff);
And:
// Setup the render target texture description.
textureDesc.Width = textureWidth;
textureDesc.Height = textureHeight;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
...
//Create the render target texture.
result = device->CreateTexture2D(&textureDesc, NULL, &renderTargetTexture);
...
result = device->CreateShaderResourceView(renderTargetTexture,
&shaderResourceViewDesc, &shaderResourceView);
...
g_pImmediateContext->OMSetRenderTargets(1, &renderTargetView,
g_pDepthStencilView);
float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; //red, green, blue, alpha
g_pImmediateContext->ClearRenderTargetView( renderTargetView, ClearColor );
//clear the depth buffer to 1.0 (max depth)
g_pImmediateContext->ClearDepthStencilView( g_pDepthStencilView,
D3D11_CLEAR_DEPTH, 1.0f, 0 );
...
//render here
...
D3DX11SaveTextureToFile(g_pImmediateContext, renderTargetTexture,
D3DX11_IFF_BMP, CommonFunctions::s2ws(newTextureName).c_str());