Intel(R) 82815 Graphics Controller and transparency problems

Hi

It looks like the gfx card doesn't support alpha. But DirectX should attempt to emulate this in software. You can see more info here (with screenshots)

http://www.flatredball.com/frb/forum/viewtopic.php?t=783

Is anyone know where is problem with DirectX on this GFX card?

Kind regards from Poland

Mateusz Kierepka

[491 byte] By [MateuszKierepka] at [2007-12-23]
# 1

No, Direct3D doesn't try to emulate raster level operations in software. It would be far too slow. However, it should be possible to achieve the effect you're trying to get, simple alpha blended sprites, without using destination alpha.

A lot of professional developers consider embedded Intel graphics unacceptable for games, but a number of games, mostly ones at aimed at a wide audience, do support it. Your application seems to be well within it's capabilities.

RossRidge at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Graphics...
# 2
How can transparency be accomplished without using the destination. A regular alpha blend generally takes the source alpha for the source and inverse source for the destination. Is there a different way to do it?
RoofTopPewWee at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Graphics...
# 3

According to the card caps listed in the thread referenced above, the graphics chip does support inverse source alpha for the destination blend mode factor. What it doesn't support is desination alpha, inverse or not, for either source or destination blend mode factor.

RossRidge at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Graphics...