Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Sets the alpha operation to be applied to this texture.

Namespace: Visual3D.Graphics3D
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public void SetAlphaOperation(
	TextureOperation operation,
	LayerBlendSource source1,
	LayerBlendSource source2,
	float arg1,
	float arg2,
	float blendFactor
)
Public Sub SetAlphaOperation ( _
	operation As TextureOperation, _
	source1 As LayerBlendSource, _
	source2 As LayerBlendSource, _
	arg1 As Single, _
	arg2 As Single, _
	blendFactor As Single _
)

Parameters

operation
TextureOperation
The operation to be used, e.g. modulate (multiply), add, subtract.
source1
LayerBlendSource
The source of the first alpha value to the operation e.g. texture alpha.
source2
LayerBlendSource
The source of the second alpha value to the operation e.g. current surface alpha.
arg1
Single
Manually supplied alpha value (only required if source1 = LayerBlendSource.Manual).
arg2
Single
Manually supplied alpha value (only required if source2 = LayerBlendSource.Manual).
blendFactor
Single
Manually supplied 'blend' value - only required for operations which require manual blend e.g. LayerBlendOperationEx.BlendManual.

Remarks

This works in exactly the same way as SetColorOperation, except that the effect is applied to the level of alpha (i.e. transparency) of the texture rather than its color. When the alpha of a texel (a pixel on a texture) is 1.0, it is opaque, wheras it is fully transparent if the alpha is 0.0. Please refer to the SetColorOperation method for more info.

See Also