Ill read about the below dokumentation at MSDN.
http://msdn.microsoft.com/en-us/library/bb172255(VS.85).aspx
Alpha Texture Blending (Direct3D 9)
The lighting engine combines material color, vertex color, and lighting information to generate a per-vertex color. Once interpolated, this generates a per-pixel color that is written to the frame buffer. If an application enables texture blending, the pixel color will become a combination of the current pixel in the frame buffer and a texture color.
This formula determines the final blended pixel color:
Color = TexelColor x SourceBlend + CurrentPixelColor x DestBlend
Question is there a way to enable this in blitz3d ? or was that option disabled in dx 7.
http://msdn.microsoft.com/en-us/library/bb172255(VS.85).aspx
Alpha Texture Blending (Direct3D 9)
The lighting engine combines material color, vertex color, and lighting information to generate a per-vertex color. Once interpolated, this generates a per-pixel color that is written to the frame buffer. If an application enables texture blending, the pixel color will become a combination of the current pixel in the frame buffer and a texture color.
This formula determines the final blended pixel color:
Color = TexelColor x SourceBlend + CurrentPixelColor x DestBlend
Question is there a way to enable this in blitz3d ? or was that option disabled in dx 7.