I was going through this tutorial for having transparency which can be used to solve my problem here. The code is written in XNA 3 but I'm using XNA 4.
What is the alternative for the following code in XNA 4?
device.RenderState.AlphaTestEnable = true;
device.RenderState.AlphaFunction = CompareFunction.GreaterEqual;
device.RenderState.ReferenceAlpha = 200;
device.RenderState.DepthBufferWriteEnable = false;
I searched a lot but didn't find anything useful.
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